}
}
+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);
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)
{
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;
{
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;
}
}
{
amount = ammomax - player.(ammotype);
}
- GivePlayerResource(player, ammotype, amount);
+ GiveResource(player, GetResourceType(ammotype), amount);
return true;
}
}
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;
}