X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Ft_items.qc;h=cd4ab6ceb21d29f956d3ce8af4cab46bdc66a1cb;hb=2ab57b248854a04ac90ab5652f409770a20139c0;hp=090788a6655661595118c73aa160823099ab0ca4;hpb=7b976c2b363a9f5b8d17373c7ef290aa0c498372;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/t_items.qc b/qcsrc/server/t_items.qc index 090788a66..cd4ab6ceb 100644 --- a/qcsrc/server/t_items.qc +++ b/qcsrc/server/t_items.qc @@ -131,7 +131,7 @@ void Item_Show (entity e, float mode) e.spawnshieldtime = 1; } - else if((e.flags & FL_WEAPON) && !(get_weaponinfo(e.weapon).items & IT_SUPERWEAPON) && g_weapon_stay) + else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay) { // make the item translucent and not touchable e.model = e.mdl; @@ -168,7 +168,7 @@ void Item_Show (entity e, float mode) e.spawnshieldtime = 1; } - if (e.strength_finished || e.invincible_finished) + if (e.items & (IT_STRENGTH | IT_INVINCIBLE)) e.effects |= EF_ADDITIVE | EF_FULLBRIGHT; if (autocvar_g_nodepthtestitems) e.effects |= EF_NODEPTHTEST; @@ -239,7 +239,7 @@ void Item_RespawnCountdown (void) if(wi) { name = wi.model2; - rgb = '0 0 0'; + rgb = '1 0 0'; } } if(!name) @@ -265,7 +265,7 @@ void Item_RespawnCountdown (void) void Item_ScheduleRespawnIn(entity e, float t) { - if((e.flags & FL_POWERUP) || ((e.flags & FL_WEAPON) && (get_weaponinfo(e.weapon).items & IT_SUPERWEAPON))) + if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS)) { e.think = Item_RespawnCountdown; e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS); @@ -461,12 +461,17 @@ float Item_GiveTo(entity item, entity player) if (item.strength_finished) { pickedup = TRUE; - player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time; + player.strength_finished = max(player.strength_finished, time) + item.strength_finished; } if (item.invincible_finished) { pickedup = TRUE; - player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time; + player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished; + } + if (item.superweapons_finished) + { + pickedup = TRUE; + player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished; } } @@ -505,8 +510,24 @@ void Item_Touch (void) if (self.owner == other) return; + if (self.classname == "droppedweapon") + { + self.strength_finished = max(0, self.strength_finished - time); + self.invincible_finished = max(0, self.invincible_finished - time); + self.superweapons_finished = max(0, self.superweapons_finished - time); + } + if(!Item_GiveTo(self, other)) - return; + { + if (self.classname == "droppedweapon") + { + // undo what we did above + self.strength_finished += time; + self.invincible_finished += time; + self.superweapons_finished += time; + return; + } + } other.last_pickup = time; @@ -537,6 +558,21 @@ void Item_Touch (void) } } +void Item_Reset() +{ + Item_Show(self, !self.state); + setorigin (self, self.origin); + + if(self.classname != "droppedweapon") + { + self.think = SUB_Null; + self.nextthink = 0; + + if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially! + Item_ScheduleInitialRespawn(self); + } +} + void Item_FindTeam() { entity head, e; @@ -563,22 +599,10 @@ void Item_FindTeam() head.effects &~= EF_NODRAW; } - if(e.flags & FL_POWERUP) // do not spawn powerups initially! - Item_ScheduleInitialRespawn(e); + Item_Reset(); } } -void Item_Reset() -{ - Item_Show(self, !self.state); - setorigin (self, self.origin); - self.think = SUB_Null; - self.nextthink = 0; - - if(self.flags & FL_POWERUP) // do not spawn powerups initially! - Item_ScheduleInitialRespawn(self); -} - // Savage: used for item garbage-collection // TODO: perhaps nice special effect? void RemoveItem(void) @@ -650,7 +674,7 @@ float weapon_pickupevalfunc(entity player, entity item) float commodity_pickupevalfunc(entity player, entity item) { - float c, i, need_shells, need_nails, need_rockets, need_cells; + float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel; entity wi; c = 0; @@ -670,6 +694,8 @@ float commodity_pickupevalfunc(entity player, entity item) need_rockets = TRUE; else if(wi.items & IT_CELLS) need_cells = TRUE; + else if(wi.items & IT_FUEL) + need_cells = TRUE; } // TODO: figure out if the player even has the weapon this ammo is for? @@ -691,6 +717,10 @@ float commodity_pickupevalfunc(entity player, entity item) if (item.ammo_cells) if (player.ammo_cells < g_pickup_cells_max) c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max); + 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); if (item.armorvalue) if (player.armorvalue < item.max_armorvalue) c = c + max(0, 1 - player.armorvalue / item.max_armorvalue); @@ -717,9 +747,28 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.reset = SUB_Remove; // it's a dropped weapon self.movetype = MOVETYPE_TOSS; + // Savage: remove thrown items after a certain period of time ("garbage collection") self.think = RemoveItem; - self.nextthink = time + 60; + self.nextthink = time + 20; + + if(self.strength_finished || self.invincible_finished || self.superweapons_finished) + /* + if(self.items == 0) + if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons + if(self.ammo_nails == 0) + if(self.ammo_cells == 0) + if(self.ammo_rockets == 0) + if(self.ammo_shells == 0) + if(self.ammo_fuel == 0) + if(self.health == 0) + if(self.armorvalue == 0) + */ + { + // if item is worthless after a timer, have it expire then + self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished); + } + // don't drop if in a NODROP zone (such as lava) traceline(self.origin, self.origin, MOVE_NORMAL, self); if (trace_dpstartcontents & DPCONTENTS_NODROP) @@ -824,6 +873,10 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.bot_pickupbasevalue = pickupbasevalue; self.mdl = itemmodel; self.item_pickupsound = pickupsound; + if(self.weapons) + self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons)); + else + self.weapon = 0; // let mappers override respawntime if(!self.respawntime) // both set { @@ -848,7 +901,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.colormap = 1024; // color shirt=0 pants=0 grey } - Item_Show(self, 1); self.state = 0; if(self.team) { @@ -857,8 +909,8 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.effects = self.effects | EF_NODRAW; // marker for item team search InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET); } - else if(self.flags & FL_POWERUP) // do not spawn powerups initially! - Item_ScheduleInitialRespawn(self); + else + Item_Reset(); } /* replace items in minstagib @@ -893,7 +945,8 @@ void minstagib_items (float itemid) // replace with invis if (itemid == IT_STRENGTH) { - self.strength_finished = 30; + if(!self.strength_finished) + self.strength_finished = autocvar_g_balance_powerup_strength_time; StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID); @@ -909,7 +962,8 @@ void minstagib_items (float itemid) // replace with speed if (itemid == IT_INVINCIBLE) { - self.invincible_finished = 30; + if(!self.invincible_finished) + self.invincible_finished = autocvar_g_balance_powerup_invincible_time; StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID); @@ -934,23 +988,6 @@ void weapon_defaultspawnfunc(float wpn) entity oldself; float i, j; - // set the respawntime in advance (so replaced weapons can copy it) - - if(!self.respawntime) - { - e = get_weaponinfo(wpn); - if(e.items == IT_SUPERWEAPON) - { - self.respawntime = g_pickup_respawntime_superweapon; - self.respawntimejitter = g_pickup_respawntimejitter_superweapon; - } - else - { - self.respawntime = g_pickup_respawntime_weapon; - self.respawntimejitter = g_pickup_respawntimejitter_weapon; - } - } - if(self.classname != "droppedweapon" && self.classname != "replacedweapon") { e = get_weaponinfo(wpn); @@ -1016,7 +1053,25 @@ void weapon_defaultspawnfunc(float wpn) e = get_weaponinfo(wpn); - if(e.items && e.items != IT_SUPERWEAPON) + if(!self.respawntime) + { + if(e.weapons & WEPBIT_SUPERWEAPONS) + { + self.respawntime = g_pickup_respawntime_superweapon; + self.respawntimejitter = g_pickup_respawntimejitter_superweapon; + } + else + { + self.respawntime = g_pickup_respawntime_weapon; + self.respawntimejitter = g_pickup_respawntimejitter_weapon; + } + } + + if(e.weapons & WEPBIT_SUPERWEAPONS) + if(!self.superweapons_finished) + self.superweapons_finished = autocvar_g_balance_superweapons_time; + + if(e.items) { for(i = 0, j = 1; i < 24; ++i, j *= 2) { @@ -1028,10 +1083,10 @@ void weapon_defaultspawnfunc(float wpn) } } } - else - { + + // no weapon-stay on superweapons + if(self.weapons & WEPBIT_SUPERWEAPONS) self.flags |= FL_NO_WEAPON_STAY; - } // weapon stay isn't supported for teamed weapons if(self.team) @@ -1248,7 +1303,8 @@ void spawnfunc_item_strength (void) { minstagib_items(IT_STRENGTH); } else { precache_sound("weapons/strength_fire.wav"); - self.strength_finished = 30; + if(!self.strength_finished) + self.strength_finished = autocvar_g_balance_powerup_strength_time; StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000); } } @@ -1257,7 +1313,8 @@ void spawnfunc_item_invincible (void) { if(g_minstagib) { minstagib_items(IT_INVINCIBLE); } else { - self.invincible_finished = 30; + if(!self.invincible_finished) + self.invincible_finished = autocvar_g_balance_powerup_invincible_time; StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000); } } @@ -1310,6 +1367,8 @@ void spawnfunc_target_items (void) self.strength_finished = autocvar_g_balance_powerup_strength_time; if(!self.invincible_finished) self.invincible_finished = autocvar_g_balance_powerup_invincible_time; + if(!self.superweapons_finished) + self.superweapons_finished = autocvar_g_balance_superweapons_time; precache_sound("misc/itempickup.wav"); precache_sound("misc/megahealth.wav"); @@ -1332,6 +1391,7 @@ void spawnfunc_target_items (void) else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS; else if(argv(i) == "strength") self.items |= IT_STRENGTH; else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE; + else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON; else if(argv(i) == "jetpack") self.items |= IT_JETPACK; else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN; else @@ -1379,6 +1439,7 @@ void spawnfunc_target_items (void) self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons"); self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength"); self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible"); + self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons"); self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack"); self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen"); if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells"); @@ -1557,11 +1618,13 @@ float GiveItems(entity e, float beginarg, float endarg) e.strength_finished = max(0, e.strength_finished - time); e.invincible_finished = max(0, e.invincible_finished - time); + e.superweapons_finished = max(0, e.superweapons_finished - time); PREGIVE(e, items); PREGIVE(e, weapons); PREGIVE(e, strength_finished); PREGIVE(e, invincible_finished); + PREGIVE(e, superweapons_finished); PREGIVE(e, ammo_nails); PREGIVE(e, ammo_cells); PREGIVE(e, ammo_shells); @@ -1599,8 +1662,9 @@ float GiveItems(entity e, float beginarg, float endarg) continue; case "ALL": got += GiveBit(e, items, IT_FUEL_REGEN, op, val); - got += GiveValue(e, strength_finished, op, time); - got += GiveValue(e, invincible_finished, op, time); + got += GiveValue(e, strength_finished, op, val); + got += GiveValue(e, invincible_finished, op, val); + got += GiveValue(e, superweapons_finished, op, val); got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); case "all": got += GiveBit(e, items, IT_JETPACK, op, val); @@ -1641,6 +1705,9 @@ float GiveItems(entity e, float beginarg, float endarg) case "invincible": got += GiveValue(e, invincible_finished, op, val); break; + case "superweapons": + got += GiveValue(e, superweapons_finished, op, val); + break; case "cells": got += GiveValue(e, ammo_cells, op, val); break; @@ -1706,6 +1773,10 @@ float GiveItems(entity e, float beginarg, float endarg) POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null); POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null); + if(e.superweapons_finished <= 0) + if(self.weapons & WEPBIT_SUPERWEAPONS) + e.superweapons_finished = autocvar_g_balance_superweapons_time; + if (g_minstagib) { e.health = bound(0, e.health, 100); @@ -1720,6 +1791,10 @@ float GiveItems(entity e, float beginarg, float endarg) e.invincible_finished = 0; else e.invincible_finished += time; + if(e.superweapons_finished <= 0) + e.superweapons_finished = 0; + else + e.superweapons_finished += time; if not(e.weapons & W_WeaponBit(e.switchweapon)) _switchweapon = TRUE;