]> 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 79552505ad961f0267958cc7533b3b7485e4662e..e982147f8dcb86adb52754056005fc5609b9e197 100644 (file)
@@ -631,12 +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);
@@ -648,120 +682,8 @@ void Item_ScheduleInitialRespawn(entity e)
        Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
 }
 
-void GivePlayerResource(entity player, .float resource_type, float amount)
-{
-       if (amount == 0)
-       {
-               return;
-       }
-       switch (resource_type)
-       {
-               case health:
-               {
-                       // Ugly hack. We do not check if health goes beyond hard limit since
-                       // currently it is done in player_regen. We need to bring back this
-                       // check when other code is ported to this function.
-                       player.health = bound(player.health, player.health + amount,
-                               autocvar_g_balance_health_limit);
-                       // Correct code:
-                       //player.health = bound(player.health, player.health + amount,
-                       //      min(autocvar_g_balance_health_limit, ITEM_COUNT_HARD_LIMIT));
-                       player.pauserothealth_finished = max(player.pauserothealth_finished,
-                               time + autocvar_g_balance_pause_health_rot);
-                       return;
-               }
-               case armorvalue:
-               {
-                       // Ugly hack. We do not check if armor goes beyond hard limit since
-                       // currently it is done in player_regen. We need to bring back this
-                       // check when other code is ported to this function.
-                       player.armorvalue = bound(player.armorvalue, player.armorvalue +
-                               amount, autocvar_g_balance_armor_limit);
-                       // Correct code:
-                       //player.armorvalue = bound(player.armorvalue, player.armorvalue +
-                       //      amount, min(autocvar_g_balance_armor_limit,
-                       //      ITEM_COUNT_HARD_LIMIT));
-                       player.pauserotarmor_finished = max(player.pauserotarmor_finished,
-                               time + autocvar_g_balance_pause_armor_rot);
-                       return;
-               }
-               case ammo_shells:
-               case ammo_nails:
-               case ammo_rockets:
-               case ammo_cells:
-               case ammo_plasma:
-               {
-                       GivePlayerAmmo(player, resource_type, amount);
-                       return;
-               }
-               case ammo_fuel:
-               {
-                       player.ammo_fuel = bound(player.ammo_fuel, player.ammo_fuel +
-                               amount, min(g_pickup_fuel_max, ITEM_COUNT_HARD_LIMIT));
-                       player.pauserotfuel_finished = max(player.pauserotfuel_finished,
-                               time + autocvar_g_balance_pause_fuel_rot);
-                       return;
-               }
-       }
-}
-
-void GivePlayerHealth(entity player, float amount)
-{
-       GivePlayerResource(player, health, amount);
-}
-
-void GivePlayerArmor(entity player, float amount)
-{
-       GivePlayerResource(player, armorvalue, amount);
-}
-
-void GivePlayerAmmo(entity player, .float ammotype, float amount)
-{
-       if (amount == 0)
-       {
-               return;
-       }
-       float maxvalue = ITEM_COUNT_HARD_LIMIT;
-       switch (ammotype)
-       {
-               case ammo_shells:
-               {
-                       maxvalue = g_pickup_shells_max;
-                       break;
-               }
-               case ammo_cells:
-               {
-                       maxvalue = g_pickup_cells_max;
-                       break;
-               }
-               case ammo_rockets:
-               {
-                       maxvalue = g_pickup_rockets_max;
-                       break;
-               }
-               case ammo_plasma:
-               {
-                       maxvalue = g_pickup_plasma_max;
-                       break;
-               }
-               case ammo_nails:
-               {
-                       maxvalue = g_pickup_nails_max;
-                       break;
-               }
-       }
-       player.(ammotype) = min(player.(ammotype) + amount,
-               min(maxvalue, ITEM_COUNT_HARD_LIMIT));
-}
-
-void GivePlayerFuel(entity player, float amount)
-{
-       GivePlayerResource(player, ammo_fuel, amount);
-}
-
-void GivePlayerRandomWeapons(entity player, int num_weapons,
-       string weapon_names, float shells, float bullets, float rockets,
-       float cells, float plasma)
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
+       float shells, float bullets, float rockets, float cells, float plasma)
 {
        if (num_weapons == 0)
        {
@@ -777,7 +699,7 @@ void GivePlayerRandomWeapons(entity player, int num_weapons,
                        FOREACH(Weapons, it != WEP_Null,
                        {
                                // Finding a weapon which player doesn't have.
-                               if (!(player.weapons & it.m_wepset) && (it.netname == weapon))
+                               if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
                                {
                                        RandomSelection_AddEnt(it, 1, 1);
                                        break;
@@ -788,52 +710,52 @@ void GivePlayerRandomWeapons(entity player, int num_weapons,
                {
                        return;
                }
-               player.weapons |= RandomSelection_chosen_ent.m_wepset;
+               receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
                switch (RandomSelection_chosen_ent.ammo_field)
                {
                        case (ammo_shells):
                        {
-                               if (player.ammo_shells != 0)
+                               if (receiver.ammo_shells != 0)
                                {
                                        break;
                                }
-                               GivePlayerAmmo(player, ammo_shells, shells);
+                               GiveResource(receiver, RESOURCE_SHELLS, shells);
                                break;
                        }
                        case (ammo_nails):
                        {
-                               if (player.ammo_nails != 0)
+                               if (receiver.ammo_nails != 0)
                                {
                                        break;
                                }
-                               GivePlayerAmmo(player, ammo_nails, bullets);
+                               GiveResource(receiver, RESOURCE_BULLETS, bullets);
                                break;
                        }
                        case (ammo_rockets):
                        {
-                               if (player.ammo_rockets != 0)
+                               if (receiver.ammo_rockets != 0)
                                {
                                        break;
                                }
-                               GivePlayerAmmo(player, ammo_rockets, rockets);
+                               GiveResource(receiver, RESOURCE_ROCKETS, rockets);
                                break;
                        }
                        case (ammo_cells):
                        {
-                               if (player.ammo_cells != 0)
+                               if (receiver.ammo_cells != 0)
                                {
                                        break;
                                }
-                               GivePlayerAmmo(player, ammo_cells, cells);
+                               GiveResource(receiver, RESOURCE_CELLS, cells);
                                break;
                        }
                        case (ammo_plasma):
                        {
-                               if (player.ammo_plasma != 0)
+                               if (receiver.ammo_plasma != 0)
                                {
                                        break;
                                }
-                               GivePlayerAmmo(player, ammo_plasma, plasma);
+                               GiveResource(receiver, RESOURCE_PLASMA, plasma);
                                break;
                        }
                }
@@ -854,7 +776,7 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax
                        {
                                amount = ammomax - player.(ammotype);
                        }
-                       GivePlayerResource(player, ammotype, amount);
+                       GiveResource(player, GetResourceType(ammotype), amount);
                        return true;
                }
        }
@@ -863,7 +785,8 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax
                float mi = min(item.(ammotype), ammomax);
                if (player.(ammotype) < mi)
                {
-                       GivePlayerResource(player, ammotype, mi - player.(ammotype));
+                       GiveResource(player, GetResourceType(ammotype), mi -
+                               player.(ammotype));
                }
                return true;
        }