X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fcommon%2Ft_items.qc;h=9ea1925495fb16937da5ff8b225568f6ff5aefae;hb=991de5e6922cd3c283de56c3249624f0f1bfe767;hp=039d27da351f284a3766d9684a6bbf2c45838b72;hpb=52cdd440f6cfdc9544099ac68455e5361ace00d2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 039d27da3..9ea192549 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -15,7 +15,7 @@ #include "constants.qh" #include #include - #include "triggers/subs.qh" + #include "mapobjects/subs.qh" #include "util.qh" #include @@ -50,13 +50,8 @@ void Item_SetAlpha(entity this) } else { - if (autocvar_cl_ghost_items_color) - { - this.alpha = autocvar_cl_ghost_items; - this.colormod = this.glowmod = autocvar_cl_ghost_items_color; - } - else - this.alpha = -1; + this.alpha = autocvar_cl_ghost_items; + this.colormod = this.glowmod = autocvar_cl_ghost_items_color; } if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP)) @@ -401,40 +396,13 @@ bool have_pickup_item(entity this) if(autocvar_g_pickup_items == 0) return false; if(g_weaponarena) - if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena + if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena return false; } return true; } -/* -float Item_Customize() -{ - if(this.spawnshieldtime) - return true; - if(this.weapons & ~other.weapons) - { - this.colormod = '0 0 0'; - this.glowmod = this.colormod; - this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha - return true; - } - else - { - if(g_ghost_items) - { - this.colormod = stov(autocvar_g_ghost_items_color); - this.glowmod = this.colormod; - this.alpha = g_ghost_items; - return true; - } - else - return false; - } -} -*/ - -void Item_Show (entity e, float mode) +void Item_Show (entity e, int mode) { e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); e.ItemStatus &= ~ITS_STAYWEP; @@ -457,7 +425,7 @@ void Item_Show (entity e, float mode) } else { - bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons + bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & 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) @@ -517,7 +485,7 @@ 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) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) { float t = Item_ItemsTime_UpdateTime(this, 0); Item_ItemsTime_SetTime(this, t); @@ -602,13 +570,13 @@ 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) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0) + if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & 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.item_respawncounter = 0; - if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS)) + if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) { t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); Item_ItemsTime_SetTime(e, t); @@ -622,7 +590,7 @@ void Item_ScheduleRespawnIn(entity e, float t) e.scheduledrespawntime = time + t; e.wait = time + t; - if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS)) + if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) { t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); Item_ItemsTime_SetTime(e, t); @@ -645,14 +613,18 @@ float adjust_respawntime(float normal_respawntime) { return normal_respawntime; } - CheckAllowedTeams(NULL); - GetTeamCounts(NULL); + entity balance = TeamBalance_CheckAllowedTeams(NULL); + TeamBalance_GetTeamCounts(balance, NULL); int players = 0; - if (c1 != -1) players += c1; - if (c2 != -1) players += c2; - if (c3 != -1) players += c3; - if (c4 != -1) players += c4; - + for (int i = 1; i <= NUM_TEAMS; ++i) + { + if (TeamBalance_IsTeamAllowed(balance, i)) + { + players += TeamBalance_GetNumberOfPlayers(balance, i); + } + } + TeamBalance_Destroy(balance); + if (players >= 2) { return normal_respawntime * (r / (players + o) + l); } else { @@ -733,7 +705,7 @@ void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, FOREACH(Weapons, it != WEP_Null, { // Finding a weapon which player doesn't have. - if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon)) + if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon)) { RandomSelection_AddEnt(it, 1, 1); break; @@ -744,53 +716,49 @@ void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, { return; } - receiver.weapons |= RandomSelection_chosen_ent.m_wepset; - if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE) + STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset; + if (RandomSelection_chosen_ent.ammo_type == RES_NONE) { continue; } - if (GetResourceAmount(receiver, + if (GetResource(receiver, RandomSelection_chosen_ent.ammo_type) != 0) { continue; } GiveResource(receiver, RandomSelection_chosen_ent.ammo_type, - GetResourceAmount(ammo_entity, + GetResource(ammo_entity, RandomSelection_chosen_ent.ammo_type)); } } -float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax) +bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax) { - float amount = GetResourceAmount(item, resource_type); + float amount = GetResource(item, res_type); if (amount == 0) { return false; } - float player_amount = GetResourceAmount(player, resource_type); + float player_amount = GetResource(player, res_type); if (item.spawnshieldtime) { if ((player_amount >= ammomax) && (item.pickup_anyway <= 0)) - { return false; - } - GiveResourceWithLimit(player, resource_type, amount, ammomax); - return true; } - if (g_weapon_stay != 2) - { + else if (g_weapon_stay == 2) + ammomax = min(amount, ammomax); + else return false; - } - GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax)); + if (amount < 0) + TakeResourceWithLimit(player, res_type, -amount, ammomax); + else + GiveResourceWithLimit(player, res_type, amount, ammomax); return true; } -float Item_GiveTo(entity item, entity player) +bool Item_GiveTo(entity item, entity player) { - float pickedup; - // if nothing happens to player, just return without taking the item - pickedup = 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 @@ -806,24 +774,25 @@ float Item_GiveTo(entity item, entity player) if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity)) _switchweapon |= BIT(slot); - if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) + if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) _switchweapon |= BIT(slot); } } } - pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health); - pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue); - pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max); - pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max); - pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max); - pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max); - pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max); - pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max); + bool pickedup = false; + pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health)); + pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue)); + pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max)); + pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max)); + pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max)); + pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max)); + pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max)); + pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max)); if (item.itemdef.instanceOfWeaponPickup) { WepSet w; - w = item.weapons; - w &= ~player.weapons; + w = STAT(WEAPONS, item); + w &= ~STAT(WEAPONS, player); if (w || (item.spawnshieldtime && item.pickup_anyway > 0)) { @@ -856,7 +825,8 @@ float Item_GiveTo(entity item, entity player) { pickedup = true; player.items |= its; - Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname); + // TODO: we probably want to show a message in the console, but not this one! + //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname); } if (item.strength_finished) @@ -880,10 +850,10 @@ float Item_GiveTo(entity item, entity player) pickedup = true; if (!pickedup) - return 0; + return false; // crude hack to enforce switching weapons - if(g_cts && item.itemdef.instanceOfWeaponPickup) + if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { @@ -891,7 +861,7 @@ float Item_GiveTo(entity item, entity player) if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity); } - return 1; + return true; } if(_switchweapon) @@ -905,7 +875,7 @@ float Item_GiveTo(entity item, entity player) } } - return 1; + return true; } void Item_Touch(entity this, entity toucher) @@ -1013,7 +983,7 @@ void Item_Reset(entity this) { WaypointSprite_Kill(this.waypointsprite_attached); } - if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! + if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! { Item_ScheduleInitialRespawn(this); } @@ -1072,7 +1042,7 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup float weapon_pickupevalfunc(entity player, entity item) { // See if I have it already - if(player.weapons & item.weapons) + if(STAT(WEAPONS, player) & STAT(WEAPONS, item)) { // If I can pick it up if(!item.spawnshieldtime) @@ -1083,7 +1053,7 @@ float weapon_pickupevalfunc(entity player, entity item) // 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), { + FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), { weapons_value += it.bot_pickupbasevalue; }); c -= bound(0, weapons_value / 20000, 1) * 0.5; @@ -1102,12 +1072,12 @@ float ammo_pickupevalfunc(entity player, entity item) 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(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; } + else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; } + else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; } + else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; } + else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; } + else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; } if(!ammo) return 0; @@ -1117,17 +1087,17 @@ float ammo_pickupevalfunc(entity player, entity item) else { FOREACH(Weapons, it != WEP_Null, { - if(!(player.weapons & (it.m_wepset))) + if(!(STAT(WEAPONS, player) & (it.m_wepset))) continue; switch(it.ammo_type) { - case RESOURCE_SHELLS: need_shells = true; break; - case RESOURCE_BULLETS: need_nails = true; break; - case RESOURCE_ROCKETS: need_rockets = true; break; - case RESOURCE_CELLS: need_cells = true; break; - case RESOURCE_PLASMA: need_plasma = true; break; - case RESOURCE_FUEL: need_fuel = true; break; + case RES_SHELLS: need_shells = true; break; + case RES_BULLETS: need_nails = true; break; + case RES_ROCKETS: need_rockets = true; break; + case RES_CELLS: need_cells = true; break; + case RES_PLASMA: need_plasma = true; break; + case RES_FUEL: need_fuel = true; break; } }); rating = item.bot_pickupbasevalue; @@ -1135,23 +1105,23 @@ float ammo_pickupevalfunc(entity player, entity item) float noammorating = 0.5; - if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max)) - c = item.ammo_shells / max(noammorating, player.ammo_shells); + if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max)) + c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS)); - if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max)) - c = item.ammo_nails / max(noammorating, player.ammo_nails); + if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max)) + c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS)); - if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max)) - c = item.ammo_rockets / max(noammorating, player.ammo_rockets); + if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max)) + c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS)); - if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max)) - c = item.ammo_cells / max(noammorating, player.ammo_cells); + if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max)) + c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS)); - if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max)) - c = item.ammo_plasma / max(noammorating, player.ammo_plasma); + if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max)) + c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA)); - if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max)) - c = item.ammo_fuel / max(noammorating, player.ammo_fuel); + if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max)) + c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL)); rating *= min(c, 2); if(wpn) @@ -1164,8 +1134,8 @@ float healtharmor_pickupevalfunc(entity player, entity item) float c = 0; float rating = item.bot_pickupbasevalue; - float itemarmor = item.armorvalue; - float itemhealth = item.health; + float itemarmor = GetResource(item, RES_ARMOR); + float itemhealth = GetResource(item, RES_HEALTH); if(item.item_group) { @@ -1173,11 +1143,11 @@ float healtharmor_pickupevalfunc(entity player, entity item) 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); + if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue)) + c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3); - if (itemhealth && (player.health < item.max_health)) - c = itemhealth / max(1, player.health); + if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health)) + c = itemhealth / max(1, GetResource(player, RES_HEALTH)); rating *= min(2, c); return rating; @@ -1210,7 +1180,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default this.item_pickupsound_ent = pickupsound; if(def.m_iteminit) - def.m_iteminit(this); + def.m_iteminit(def, this); if(!this.respawntime) // both need to be set { @@ -1233,7 +1203,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default } if(weaponid) - this.weapons = WepSet_FromWeapon(Weapons_from(weaponid)); + STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid)); this.flags = FL_ITEM | itemflags; IL_PUSH(g_items, this); @@ -1344,7 +1314,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default || (def.instanceOfHealth && def != ITEM_HealthSmall) || (def.instanceOfArmor && def != ITEM_ArmorSmall) || (itemid & (IT_KEY1 | IT_KEY2)) - ) this.target = "###item###"; // for finding the nearest item using find() + ) this.target = "###item###"; // for finding the nearest item using findnearest Item_ItemsTime_SetTime(this, 0); } @@ -1366,7 +1336,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if(def.instanceOfPowerup) this.ItemStatus |= ITS_ANIMATE1; - if(this.armorvalue || this.health) + if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH)) this.ItemStatus |= ITS_ANIMATE2; } @@ -1428,7 +1398,7 @@ int group_count = 1; void setItemGroup(entity this) { - if(!IS_SMALL(this.itemdef)) + if(!IS_SMALL(this.itemdef) || Item_IsLoot(this)) return; FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef), @@ -1542,7 +1512,7 @@ spawnfunc(target_items) s = W_UndeprecateName(argv(j)); if(s == it.netname) { - this.weapons |= (it.m_wepset); + STAT(WEAPONS, this) |= (it.m_wepset); if(this.spawnflags == 0 || this.spawnflags == 2) it.wr_init(it); break; @@ -1586,16 +1556,16 @@ spawnfunc(target_items) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons"); this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack"); this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen"); - if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells"); - if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails"); - if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets"); - if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells"); - if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma"); - 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"); + if(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells"); + if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails"); + if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets"); + if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells"); + if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma"); + if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel"); + if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health"); + if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ARMOR)), "armor"); FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (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)); + FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname)); } this.netname = strzone(this.netname); //print(this.netname, "\n"); @@ -1614,30 +1584,30 @@ float GiveWeapon(entity e, float wpn, float op, float val) { WepSet v0, v1; WepSet s = WepSet_FromWeapon(Weapons_from(wpn)); - v0 = (e.weapons & s); + v0 = (STAT(WEAPONS, e) & s); switch(op) { case OP_SET: if(val > 0) - e.weapons |= s; + STAT(WEAPONS, e) |= s; else - e.weapons &= ~s; + STAT(WEAPONS, e) &= ~s; break; case OP_MIN: case OP_PLUS: if(val > 0) - e.weapons |= s; + STAT(WEAPONS, e) |= s; break; case OP_MAX: if(val <= 0) - e.weapons &= ~s; + STAT(WEAPONS, e) &= ~s; break; case OP_MINUS: if(val > 0) - e.weapons &= ~s; + STAT(WEAPONS, e) &= ~s; break; } - v1 = (e.weapons & s); + v1 = (STAT(WEAPONS, e) & s); return (v0 != v1); } @@ -1693,6 +1663,22 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa else if(v0 > v1) e.(regenfield) = max(e.(regenfield), time + regentime); } +bool GiveResourceValue(entity e, int res_type, int op, int val) +{ + int v0 = GetResource(e, res_type); + switch (op) + { + // min 100 cells = at least 100 cells + case OP_SET: SetResource(e, res_type, val); break; + case OP_MIN: SetResource(e, res_type, max(v0, val)); break; + case OP_MAX: SetResource(e, res_type, min(v0, val)); break; + case OP_PLUS: SetResource(e, res_type, v0 + val); break; + case OP_MINUS: SetResource(e, res_type, v0 - val); break; + } + int v1 = GetResource(e, res_type); + return v0 != v1; +} + float GiveItems(entity e, float beginarg, float endarg) { float got, i, val, op; @@ -1725,14 +1711,14 @@ float GiveItems(entity e, float beginarg, float endarg) PREGIVE(e, strength_finished); PREGIVE(e, invincible_finished); PREGIVE(e, superweapons_finished); - PREGIVE(e, ammo_nails); - PREGIVE(e, ammo_cells); - PREGIVE(e, ammo_plasma); - PREGIVE(e, ammo_shells); - PREGIVE(e, ammo_rockets); - PREGIVE(e, ammo_fuel); - PREGIVE(e, armorvalue); - PREGIVE(e, health); + PREGIVE_RESOURCE(e, RES_BULLETS); + PREGIVE_RESOURCE(e, RES_CELLS); + PREGIVE_RESOURCE(e, RES_PLASMA); + PREGIVE_RESOURCE(e, RES_SHELLS); + PREGIVE_RESOURCE(e, RES_ROCKETS); + PREGIVE_RESOURCE(e, RES_FUEL); + PREGIVE_RESOURCE(e, RES_ARMOR); + PREGIVE_RESOURCE(e, RES_HEALTH); for(i = beginarg; i < endarg; ++i) { @@ -1769,19 +1755,19 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); case "all": got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); - got += GiveValue(e, health, op, val); - got += GiveValue(e, armorvalue, op, val); + got += GiveResourceValue(e, RES_HEALTH, op, val); + got += GiveResourceValue(e, RES_ARMOR, 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); - got += GiveValue(e, ammo_shells, op, val); - got += GiveValue(e, ammo_nails, op, val); - got += GiveValue(e, ammo_rockets, op, val); - got += GiveValue(e, ammo_fuel, op, val); + got += GiveResourceValue(e, RES_CELLS, op, val); + got += GiveResourceValue(e, RES_PLASMA, op, val); + got += GiveResourceValue(e, RES_SHELLS, op, val); + got += GiveResourceValue(e, RES_BULLETS, op, val); + got += GiveResourceValue(e, RES_ROCKETS, op, val); + got += GiveResourceValue(e, RES_FUEL, op, val); break; case "unlimited_ammo": got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); @@ -1808,29 +1794,29 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveValue(e, superweapons_finished, op, val); break; case "cells": - got += GiveValue(e, ammo_cells, op, val); + got += GiveResourceValue(e, RES_CELLS, op, val); break; case "plasma": - got += GiveValue(e, ammo_plasma, op, val); + got += GiveResourceValue(e, RES_PLASMA, op, val); break; case "shells": - got += GiveValue(e, ammo_shells, op, val); + got += GiveResourceValue(e, RES_SHELLS, op, val); break; case "nails": case "bullets": - got += GiveValue(e, ammo_nails, op, val); + got += GiveResourceValue(e, RES_BULLETS, op, val); break; case "rockets": - got += GiveValue(e, ammo_rockets, op, val); + got += GiveResourceValue(e, RES_ROCKETS, op, val); break; case "health": - got += GiveValue(e, health, op, val); + got += GiveResourceValue(e, RES_HEALTH, op, val); break; case "armor": - got += GiveValue(e, armorvalue, op, val); + got += GiveResourceValue(e, RES_ARMOR, op, val); break; case "fuel": - got += GiveValue(e, ammo_fuel, op, val); + got += GiveResourceValue(e, RES_FUEL, op, val); break; default: FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name, @@ -1855,23 +1841,23 @@ float GiveItems(entity e, float beginarg, float endarg) FOREACH(Weapons, it != WEP_Null, { POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null); if(!(save_weapons & (it.m_wepset))) - if(e.weapons & (it.m_wepset)) + if(STAT(WEAPONS, e) & (it.m_wepset)) it.wr_init(it); }); 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); - POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null); - POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null); - POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null); + POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null); + POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null); if(e.superweapons_finished <= 0) - if(e.weapons & WEPSET_SUPERWEAPONS) + if(!g_weaponarena && STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) e.superweapons_finished = autocvar_g_balance_superweapons_time; if(e.strength_finished <= 0) @@ -1891,7 +1877,7 @@ float GiveItems(entity e, float beginarg, float endarg) { .entity weaponentity = weaponentities[slot]; if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) - if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) + if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) _switchweapon |= BIT(slot); }