]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Added random start weapons.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 6b2428bf7803b4719d304a231d3e8a3525f1a2c1..4c0125afb687c923ac92e1fcd068232e03e19482 100644 (file)
@@ -63,6 +63,8 @@ void Item_SetAlpha(entity this)
                this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
                this.alpha = autocvar_cl_weapon_stay_alpha;
        }
+
+       this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
 }
 
 void ItemDraw(entity this)
@@ -127,17 +129,22 @@ void Item_PreDraw(entity this)
 {
        if(warpzone_warpzones_exist)
        {
-               // just incase warpzones were initialized last, reset these
-               //this.alpha = 1; // alpha is already set by the draw function
-               this.drawmask = MASK_NORMAL;
+               setpredraw(this, func_null); // no need to keep running this
                return;
        }
        float alph;
        vector org = getpropertyvec(VF_ORIGIN);
-       if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
-               alph = 0;
-       else if(this.fade_start)
-               alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+       //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
+               //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
+       if(this.fade_start)
+       {
+               if(vdist(org - this.origin, >, this.fade_end))
+                       alph = 0; // save on some processing
+               else if(vdist(org - this.origin, <, this.fade_start))
+                       alph = 1; // more processing saved
+               else
+                       alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+       }
        else
                alph = 1;
        //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
@@ -145,8 +152,8 @@ void Item_PreDraw(entity this)
                this.alpha = alph;
        if(alph <= 0)
                this.drawmask = 0;
-       else
-               this.drawmask = MASK_NORMAL;
+       //else
+               //this.drawmask = MASK_NORMAL; // reset by the setalpha function
 }
 
 void ItemRemove(entity this)
@@ -181,7 +188,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
     }
 
-    if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
+    if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
     {
         this.ItemStatus = ReadByte();
 
@@ -213,7 +220,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
 
         this.fade_end = ReadShort();
         this.fade_start = ReadShort();
-        if(this.fade_start && !autocvar_cl_items_nofade)
+        if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
                setpredraw(this, Item_PreDraw);
 
         if(this.mdl)
@@ -227,14 +234,14 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
             this.draw = ItemDrawSimple;
 
-            if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
-                this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
-            else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
-                this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
-            else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
-                this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
-            else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
-                this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
+            if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
+                this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
+            else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
+                this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
+            else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
+                this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
+            else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
+                this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
             else
             {
                 this.draw = ItemDraw;
@@ -704,6 +711,87 @@ void GivePlayerAmmo(entity player, .float ammotype, float amount)
        player.(ammotype) = min(player.(ammotype) + amount, maxvalue);
 }
 
+void GivePlayerRandomWeapons(entity player, int num_weapons,
+       string weapon_names, float shells, float bullets, float rockets,
+       float cells, float plasma)
+{
+       if (num_weapons == 0)
+       {
+               return;
+       }
+       int num_potential_weapons = tokenize_console(weapon_names);
+       for (int i = 0; i < num_weapons; ++i)
+       {
+               RandomSelection_Init();
+               for (int j = 0; j < num_potential_weapons; ++j)
+               {
+                       string weapon = argv(j);
+                       FOREACH(Weapons, it != WEP_Null,
+                       {
+                               // Finding a weapon which player doesn't have.
+                               if (!(player.weapons & it.m_wepset) && (it.netname == weapon))
+                               {
+                                       RandomSelection_AddEnt(it, 1, 1);
+                                       break;
+                               }
+                       });
+               }
+               if (RandomSelection_chosen_ent == NULL)
+               {
+                       return;
+               }
+               player.weapons |= RandomSelection_chosen_ent.m_wepset;
+               switch (RandomSelection_chosen_ent.ammo_field)
+               {
+                       case (ammo_shells):
+                       {
+                               if (player.ammo_shells != 0)
+                               {
+                                       break;
+                               }
+                               GivePlayerAmmo(player, ammo_shells, shells);
+                               break;
+                       }
+                       case (ammo_nails):
+                       {
+                               if (player.ammo_nails != 0)
+                               {
+                                       break;
+                               }
+                               GivePlayerAmmo(player, ammo_nails, bullets);
+                               break;
+                       }
+                       case (ammo_rockets):
+                       {
+                               if (player.ammo_rockets != 0)
+                               {
+                                       break;
+                               }
+                               GivePlayerAmmo(player, ammo_rockets, rockets);
+                               break;
+                       }
+                       case (ammo_cells):
+                       {
+                               if (player.ammo_cells != 0)
+                               {
+                                       break;
+                               }
+                               GivePlayerAmmo(player, ammo_cells, cells);
+                               break;
+                       }
+                       case (ammo_plasma):
+                       {
+                               if (player.ammo_plasma != 0)
+                               {
+                                       break;
+                               }
+                               GivePlayerAmmo(player, ammo_plasma, plasma);
+                               break;
+                       }
+               }
+       }
+}
+
 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
 {
        if (!item.(ammotype))
@@ -758,7 +846,7 @@ float Item_GiveTo(entity item, entity player)
        // 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(CS(player).autoswitch)
        {
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
@@ -931,7 +1019,7 @@ LABEL(pickup)
        _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
 
        if (this.classname == "droppedweapon")
-               delete (this);
+               delete(this);
        else if (this.spawnshieldtime)
        {
                entity e;
@@ -1087,25 +1175,27 @@ float ammo_pickupevalfunc(entity player, entity item)
                rating = item.bot_pickupbasevalue;
        }
 
+       float noammorating = 0.5;
+
        if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
-               c = item.ammo_shells / player.ammo_shells;
+               c = item.ammo_shells / max(noammorating, player.ammo_shells);
 
        if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
-               c = item.ammo_nails / player.ammo_nails;
+               c = item.ammo_nails / max(noammorating, player.ammo_nails);
 
        if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
-               c = item.ammo_rockets / player.ammo_rockets;
+               c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
 
        if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
-               c = item.ammo_cells / player.ammo_cells;
+               c = item.ammo_cells / max(noammorating, player.ammo_cells);
 
        if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
-               c = item.ammo_plasma / player.ammo_plasma;
+               c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
 
        if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
-               c = item.ammo_fuel / player.ammo_fuel;
+               c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
 
-       rating *= min(2, c);
+       rating *= min(c, 2);
        if(wpn)
                rating += wpn.bot_pickupbasevalue * 0.1;
        return rating;
@@ -1233,7 +1323,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                if(!have_pickup_item(this))
                {
                        startitem_failed = true;
-                       delete (this);
+                       delete(this);
                        return;
                }
 
@@ -1271,7 +1361,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                        // target_give not yet supported; maybe later
                        print("removed targeted ", this.classname, "\n");
                        startitem_failed = true;
-                       remove (this);
+                       delete(this);
                        return;
                }
                */
@@ -1427,7 +1517,7 @@ spawnfunc(item_rockets)
 
 spawnfunc(item_bullets)
 {
-       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && 
+       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
           (this.classname != "droppedweapon"))
        {
                weaponswapping = true;
@@ -1784,7 +1874,7 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        int _switchweapon = 0;
 
-       if(e.autoswitch)
+       if(CS(e).autoswitch)
        {
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {