]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Random start weapons: Merged URS2.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 642c29d29a85e580143bedde5e20b3a542319eb1..e982147f8dcb86adb52754056005fc5609b9e197 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;
@@ -624,12 +631,46 @@ void Item_ScheduleRespawnIn(entity e, float t)
        }
 }
 
+AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
+AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
+AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
+
+float adjust_respawntime(float normal_respawntime) {
+       float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
+       float o = autocvar_g_pickup_respawntime_scaling_offset;
+       float l = autocvar_g_pickup_respawntime_scaling_linear;
+
+       if (r == 0 && l == 1) {
+               return normal_respawntime;
+       }
+
+       CheckAllowedTeams(NULL);
+       GetTeamCounts(NULL);
+       int players = 0;
+       if (c1 != -1) players += c1;
+       if (c2 != -1) players += c2;
+       if (c3 != -1) players += c3;
+       if (c4 != -1) players += c4;
+
+       if (players >= 2) {
+               return normal_respawntime * (r / (players + o) + l);
+       } else {
+               return normal_respawntime;
+       }
+}
+
 void Item_ScheduleRespawn(entity e)
 {
        if(e.respawntime > 0)
        {
                Item_Show(e, 0);
-               Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
+
+               float adjusted_respawntime = adjust_respawntime(e.respawntime);
+               //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
+
+               // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
+               float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
+               Item_ScheduleRespawnIn(e, actual_time);
        }
        else // if respawntime is -1, this item does not respawn
                Item_Show(e, -1);
@@ -641,46 +682,87 @@ void Item_ScheduleInitialRespawn(entity e)
        Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
 }
 
-void GivePlayerHealth(entity player, float amount)
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
+       float shells, float bullets, float rockets, float cells, float plasma)
 {
-       if (amount == 0)
+       if (num_weapons == 0)
        {
                return;
        }
-       player.health = bound(player.health, player.health + amount,
-                g_pickup_healthmega_max);
-       player.pauserothealth_finished = max(player.pauserothealth_finished, time +
-               autocvar_g_balance_pause_health_rot);
-}
-
-void GivePlayerArmor(entity player, float amount)
-{
-       if (amount == 0)
-       {
-               return;
-       }
-       player.armorvalue = bound(player.armorvalue, player.armorvalue + amount,
-                g_pickup_armormega_max);
-       player.pauserotarmor_finished = max(player.pauserotarmor_finished, time +
-               autocvar_g_balance_pause_armor_rot);
-}
-
-void GivePlayerAmmo(entity player, .float ammotype, float amount)
-{
-       float maxvalue = 999;
-       switch(ammotype)
+       int num_potential_weapons = tokenize_console(weapon_names);
+       for (int i = 0; i < num_weapons; ++i)
        {
-               case ammo_shells: maxvalue = g_pickup_shells_max;
-               case ammo_cells: maxvalue = g_pickup_cells_max;
-               case ammo_rockets: maxvalue = g_pickup_rockets_max;
-               case ammo_plasma: maxvalue = g_pickup_plasma_max;
-               case ammo_nails: maxvalue = g_pickup_nails_max;
-               case ammo_fuel: maxvalue = g_pickup_fuel_max;
+               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 (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
+                               {
+                                       RandomSelection_AddEnt(it, 1, 1);
+                                       break;
+                               }
+                       });
+               }
+               if (RandomSelection_chosen_ent == NULL)
+               {
+                       return;
+               }
+               receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
+               switch (RandomSelection_chosen_ent.ammo_field)
+               {
+                       case (ammo_shells):
+                       {
+                               if (receiver.ammo_shells != 0)
+                               {
+                                       break;
+                               }
+                               GiveResource(receiver, RESOURCE_SHELLS, shells);
+                               break;
+                       }
+                       case (ammo_nails):
+                       {
+                               if (receiver.ammo_nails != 0)
+                               {
+                                       break;
+                               }
+                               GiveResource(receiver, RESOURCE_BULLETS, bullets);
+                               break;
+                       }
+                       case (ammo_rockets):
+                       {
+                               if (receiver.ammo_rockets != 0)
+                               {
+                                       break;
+                               }
+                               GiveResource(receiver, RESOURCE_ROCKETS, rockets);
+                               break;
+                       }
+                       case (ammo_cells):
+                       {
+                               if (receiver.ammo_cells != 0)
+                               {
+                                       break;
+                               }
+                               GiveResource(receiver, RESOURCE_CELLS, cells);
+                               break;
+                       }
+                       case (ammo_plasma):
+                       {
+                               if (receiver.ammo_plasma != 0)
+                               {
+                                       break;
+                               }
+                               GiveResource(receiver, RESOURCE_PLASMA, plasma);
+                               break;
+                       }
+               }
        }
-       player.(ammotype) = min(player.(ammotype) + amount, maxvalue);
 }
 
-float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax)
 {
        if (!item.(ammotype))
                return false;
@@ -689,8 +771,13 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax
        {
                if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
                {
-                       player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
-                       goto YEAH;
+                       float amount = item.(ammotype);
+                       if ((player.(ammotype) + amount) > ammomax)
+                       {
+                               amount = ammomax - player.(ammotype);
+                       }
+                       GiveResource(player, GetResourceType(ammotype), amount);
+                       return true;
                }
        }
        else if(g_weapon_stay == 2)
@@ -698,29 +785,12 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax
                float mi = min(item.(ammotype), ammomax);
                if (player.(ammotype) < mi)
                {
-                       player.(ammotype) = mi;
-                       goto YEAH;
+                       GiveResource(player, GetResourceType(ammotype), mi -
+                               player.(ammotype));
                }
+               return true;
        }
-
        return false;
-
-LABEL(YEAH)
-       switch(mode)
-       {
-               case ITEM_MODE_FUEL:
-                       player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
-                       break;
-               case ITEM_MODE_HEALTH:
-                       player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
-                       break;
-               case ITEM_MODE_ARMOR:
-                       player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
-                       break;
-               default:
-                       break;
-       }
-       return true;
 }
 
 float Item_GiveTo(entity item, entity player)
@@ -734,7 +804,7 @@ 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)
                {
@@ -749,16 +819,14 @@ float Item_GiveTo(entity item, entity player)
                        }
                }
        }
-
-       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);
-       pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
-       pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
-       pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
-       pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
-       pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
-       pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
-
+       pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health);
+       pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max);
        if (item.itemdef.instanceOfWeaponPickup)
        {
                WepSet w;
@@ -907,7 +975,7 @@ 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;
@@ -1063,25 +1131,27 @@ 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;
@@ -1209,7 +1279,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                if(!have_pickup_item(this))
                {
                        startitem_failed = true;
-                       delete (this);
+                       delete(this);
                        return;
                }
 
@@ -1247,7 +1317,7 @@ 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;
                }
                */
@@ -1403,7 +1473,7 @@ spawnfunc(item_rockets)
 
 spawnfunc(item_bullets)
 {
-       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && 
+       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
           (this.classname != "droppedweapon"))
        {
                weaponswapping = true;
@@ -1760,7 +1830,7 @@ 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)
                {