]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Merge branch 'amade/small-fixes' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 3e3f32a9d35013d9709fd9940785a17d0575d78a..3151d7cdb1c86fb696128d439ef6a38213cff553 100644 (file)
@@ -58,8 +58,7 @@ void Item_SetAlpha(entity this)
                        this.alpha = -1;
        }
 
-       if(!veh_hud)
-       if(this.ItemStatus & ITS_STAYWEP)
+       if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
        {
                this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
                this.alpha = autocvar_cl_weapon_stay_alpha;
@@ -449,28 +448,30 @@ void Item_Show (entity e, float mode)
                e.spawnshieldtime = 1;
                e.ItemStatus &= ~ITS_AVAILABLE;
        }
-       else {
-       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
-               ;
-       if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
-       {
-               // make the item translucent and not touchable
-               e.model = e.mdl;
-               e.solid = SOLID_TRIGGER; // can STILL be picked up!
-               e.effects |= EF_STARDUST;
-               e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
-               e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
-       }
        else
        {
-               //setmodel(e, "null");
-               e.solid = SOLID_NOT;
-               e.colormod = '0 0 0';
-               //e.glowmod = e.colormod;
-               e.spawnshieldtime = 1;
-               e.ItemStatus &= ~ITS_AVAILABLE;
-       }}
+               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
+                       ;
+               if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
+               {
+                       // make the item translucent and not touchable
+                       e.model = e.mdl;
+                       e.solid = SOLID_TRIGGER; // can STILL be picked up!
+                       e.effects |= EF_STARDUST;
+                       e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
+                       e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
+               }
+               else
+               {
+                       //setmodel(e, "null");
+                       e.solid = SOLID_NOT;
+                       e.colormod = '0 0 0';
+                       //e.glowmod = e.colormod;
+                       e.spawnshieldtime = 1;
+                       e.ItemStatus &= ~ITS_AVAILABLE;
+               }
+       }
 
        if (def.m_glow)
                e.ItemStatus |= ITS_GLOW;
@@ -509,7 +510,7 @@ void Item_Respawn (entity this)
        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 (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
        {
                float t = Item_ItemsTime_UpdateTime(this, 0);
                Item_ItemsTime_SetTime(this, t);
@@ -537,7 +538,6 @@ void Item_RespawnCountdown (entity this)
                this.count += 1;
                if(this.count == 1)
                {
-                       MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
                        do {
                                {
                                        entity wi = Weapons_from(this.weapon);
@@ -556,10 +556,11 @@ void Item_RespawnCountdown (entity this)
                                        }
                                }
                        } while (0);
+                       bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
             if(this.waypointsprite_attached)
             {
                 GameItem def = this.itemdef;
-                if (Item_ItemsTime_SpectatorOnly(def))
+                if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
             }
@@ -594,15 +595,18 @@ void Item_RespawnThink(entity this)
 void Item_ScheduleRespawnIn(entity e, float t)
 {
        // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
-       if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
+       if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
        {
                setthink(e, Item_RespawnCountdown);
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
                e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
                e.count = 0;
-               t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
-               Item_ItemsTime_SetTime(e, t);
-               Item_ItemsTime_SetTimesForAllPlayers();
+               if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+               {
+                       t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+                       Item_ItemsTime_SetTime(e, t);
+                       Item_ItemsTime_SetTimesForAllPlayers();
+               }
        }
        else
        {
@@ -610,6 +614,13 @@ void Item_ScheduleRespawnIn(entity e, float t)
                e.nextthink = time;
                e.scheduledrespawntime = time + t;
                e.wait = time + t;
+
+               if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+               {
+                       t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+                       Item_ItemsTime_SetTime(e, t);
+                       Item_ItemsTime_SetTimesForAllPlayers();
+               }
        }
 }
 
@@ -627,7 +638,7 @@ void Item_ScheduleRespawn(entity e)
 void Item_ScheduleInitialRespawn(entity e)
 {
        Item_Show(e, 0);
-       Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
+       Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
 }
 
 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
@@ -873,7 +884,7 @@ LABEL(pickup)
                                }
                        });
                        e = RandomSelection_chosen_ent;
-
+                       Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
                }
                else
                        e = this;
@@ -959,7 +970,16 @@ float weapon_pickupevalfunc(entity player, entity item)
                        return 0;
                return ammo_pickupevalfunc(player, item);
        }
-       return item.bot_pickupbasevalue;
+
+       // reduce weapon value if bot already got a good arsenal
+       float c = 1;
+       int weapons_value = 0;
+       FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
+               weapons_value += it.bot_pickupbasevalue;
+       });
+       c -= bound(0, weapons_value / 20000, 1) * 0.5;
+
+       return item.bot_pickupbasevalue * c;
 }
 
 float ammo_pickupevalfunc(entity player, entity item)
@@ -993,7 +1013,6 @@ float ammo_pickupevalfunc(entity player, entity item)
 
                        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;
@@ -1005,51 +1024,53 @@ float ammo_pickupevalfunc(entity player, entity item)
                rating = item.bot_pickupbasevalue;
        }
 
-       if (need_shells)
-       if (item.ammo_shells)
-       if (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 = (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 = (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 = (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 = (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 = (player.ammo_fuel + item.ammo_fuel) / player.ammo_fuel;
-
-       rating *= min(3, c);
+       if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
+               c = item.ammo_shells / player.ammo_shells;
+
+       if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
+               c = item.ammo_nails / player.ammo_nails;
+
+       if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
+               c = item.ammo_rockets / player.ammo_rockets;
+
+       if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
+               c = item.ammo_cells / player.ammo_cells;
+
+       if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
+               c = item.ammo_plasma / player.ammo_plasma;
+
+       if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
+               c = item.ammo_fuel / player.ammo_fuel;
+
+       rating *= min(2, c);
        if(wpn)
-               // Skilled bots will grab more
-               rating += wpn.bot_pickupbasevalue * (0.1 + 0.1 * bound(0, skill / 10, 1));
+               rating += wpn.bot_pickupbasevalue * 0.1;
        return rating;
 }
 
+.int item_group;
+.int item_group_count;
 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 = (player.armorvalue + player.health + item.armorvalue) / (max(1, player.armorvalue + player.health));
-       if (item.health)
-       if (player.health < item.max_health)
-               c = (player.health + item.health) / (max(1, player.health));
+       float itemarmor = item.armorvalue;
+       float itemhealth = item.health;
+
+       if(item.item_group)
+       {
+               itemarmor *= min(4, item.item_group_count);
+               itemhealth *= min(4, item.item_group_count);
+       }
+
+       if (itemarmor && (player.armorvalue < item.max_armorvalue))
+               c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
 
-       rating *= min(3, c);
+       if (itemhealth && (player.health < item.max_health))
+               c = itemhealth / max(1, player.health);
+
+       rating *= min(2, c);
        return rating;
 }
 
@@ -1274,6 +1295,8 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                delete(this);
                return;
        }
+
+       setItemGroup(this);
 }
 
 void StartItem(entity this, GameItem def)
@@ -1286,6 +1309,54 @@ void StartItem(entity this, GameItem def)
        );
 }
 
+#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
+int group_count = 1;
+
+void setItemGroup(entity this)
+{
+       if(!IS_SMALL(this.itemdef))
+               return;
+
+       FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
+       {
+               if(!this.item_group)
+               {
+                       if(!it.item_group)
+                       {
+                               it.item_group = group_count;
+                               group_count++;
+                       }
+                       this.item_group = it.item_group;
+               }
+               else // spawning item is already part of a item_group X
+               {
+                       if(!it.item_group)
+                               it.item_group = this.item_group;
+                       else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
+                       {
+                               int grY = it.item_group;
+                               // move all items of item_group Y to item_group X
+                               IL_EACH(g_items, IS_SMALL(it.itemdef),
+                               {
+                                       if(it.item_group == grY)
+                                               it.item_group = this.item_group;
+                               });
+                       }
+               }
+       });
+}
+
+void setItemGroupCount()
+{
+       for (int k = 1; k <= group_count; k++)
+       {
+               int count = 0;
+               IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
+               if (count)
+                       IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
+       }
+}
+
 spawnfunc(item_rockets)
 {
     StartItem(this, ITEM_Rockets);
@@ -1293,9 +1364,8 @@ spawnfunc(item_rockets)
 
 spawnfunc(item_bullets)
 {
-       if(!weaponswapping)
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(this.classname != "droppedweapon")
+       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && 
+          (this.classname != "droppedweapon"))
        {
                weaponswapping = true;
                spawnfunc_item_shells(this);
@@ -1318,9 +1388,8 @@ spawnfunc(item_plasma)
 
 spawnfunc(item_shells)
 {
-       if(!weaponswapping)
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(this.classname != "droppedweapon")
+       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
+          (this.classname != "droppedweapon"))
        {
                weaponswapping = true;
                spawnfunc_item_bullets(this);
@@ -1402,10 +1471,9 @@ void target_items_use(entity this, entity actor, entity trigger)
                return;
        }
 
-       if (!IS_PLAYER(actor))
-               return;
-       if(IS_DEAD(actor))
+       if (!IS_PLAYER(actor) || IS_DEAD(actor))
                return;
+
        if(trigger.solid == SOLID_TRIGGER)
        {
                EXACTTRIGGER_TOUCH(this, trigger);
@@ -1422,7 +1490,7 @@ void target_items_use(entity this, entity actor, entity trigger)
 
 spawnfunc(target_items)
 {
-       int n, j;
+       int n;
        string s;
 
        this.use = target_items_use;
@@ -1440,7 +1508,7 @@ spawnfunc(target_items)
        }
        else
        {
-               for(j = 0; j < n; ++j)
+               for(int j = 0; j < n; ++j)
                {
                        if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
                        else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
@@ -1524,7 +1592,7 @@ spawnfunc(target_items)
        //print(this.netname, "\n");
 
        n = tokenize_console(this.netname);
-       for(j = 0; j < n; ++j)
+       for(int j = 0; j < n; ++j)
        {
                FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
             it.wr_init(it);
@@ -1849,7 +1917,11 @@ float GiveItems(entity e, float beginarg, float endarg)
                {
                        .entity weaponentity = weaponentities[slot];
                        if(_switchweapon & BIT(slot))
-                               W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
+                       {
+                               Weapon wep = w_getbestweapon(e, weaponentity);
+                               if(wep != e.(weaponentity).m_switchweapon)
+                                       W_SwitchWeapon_Force(e, wep, weaponentity);
+                       }
                }
        }