]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge branch 'master' into mirceakitsune/damage_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index a43be3ff7dd63ee4d7b4a6e8fa66c1fb5da7d1df..11688ae36a67cbdca3117edb78df76df93f94786 100644 (file)
@@ -5,7 +5,7 @@ float have_pickup_item(void)
                if(self.classname != "minstagib")
                        return FALSE;
 
-       if(self.items == IT_STRENGTH || self.items == IT_INVINCIBLE)
+       if(self.flags & FL_POWERUP)
        {
                if(autocvar_g_powerups > 0)
                        return TRUE;
@@ -131,7 +131,7 @@ void Item_Show (entity e, float mode)
 
                e.spawnshieldtime = 1;
        }
-       else if((e.flags & FL_WEAPON) && 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;
@@ -233,6 +233,20 @@ void Item_RespawnCountdown (void)
                                case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
                                case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
                        }
+                       if(self.flags & FL_WEAPON)
+                       {
+                               entity wi = get_weaponinfo(self.weapon);
+                               if(wi)
+                               {
+                                       name = wi.model2;
+                                       rgb = '1 0 0';
+                               }
+                       }
+                       if(!name)
+                       {
+                               print("Unknown powerup-marked item is wanting to respawn\n");
+                               localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
+                       }
                        if(name)
                        {
                                WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
@@ -251,7 +265,7 @@ void Item_RespawnCountdown (void)
 
 void Item_ScheduleRespawnIn(entity e, float t)
 {
-       if(e.flags & FL_POWERUP)
+       if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
        {
                e.think = Item_RespawnCountdown;
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
@@ -447,12 +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;
                }
        }
 
@@ -523,6 +542,17 @@ void Item_Touch (void)
        }
 }
 
+void Item_Reset()
+{
+       Item_Show(self, !self.state);
+       setorigin (self, self.origin);
+       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;
@@ -549,22 +579,10 @@ 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)
@@ -695,6 +713,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
 
        self.items = itemid;
        self.weapons = weaponid;
+       self.flags = FL_ITEM | itemflags;
 
        // is it a dropped weapon?
        if (self.classname == "droppedweapon")
@@ -730,6 +749,11 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                        return;
                }
 
+               if(self.model != "")
+                       itemmodel = self.model;
+               if(self.item_pickupsound != "")
+                       pickupsound = self.item_pickupsound;
+
                self.reset = Item_Reset;
                // it's a level item
                if(self.spawnflags & 1)
@@ -804,6 +828,10 @@ 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
        {
@@ -811,7 +839,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.respawntimejitter = defaultrespawntimejitter;
        }
        self.netname = itemname;
-       self.flags = FL_ITEM | itemflags;
        self.touch = Item_Touch;
        setmodel (self, self.mdl); // precision set below
        self.effects |= EF_LOWPRECISION;
@@ -838,8 +865,8 @@ 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
@@ -874,7 +901,8 @@ 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);
@@ -890,7 +918,8 @@ 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);
@@ -915,23 +944,6 @@ 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_powerup;
-                       self.respawntimejitter = g_pickup_respawntimejitter_powerup;
-               }
-               else
-               {
-                       self.respawntime = g_pickup_respawntime_weapon;
-                       self.respawntimejitter = g_pickup_respawntimejitter_weapon;
-               }
-       }
-
        if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
        {
                e = get_weaponinfo(wpn);
@@ -997,7 +1009,25 @@ 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)
                {
@@ -1009,10 +1039,10 @@ 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)
@@ -1229,7 +1259,8 @@ 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);
        }
 }
@@ -1238,7 +1269,8 @@ 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);
        }
 }
@@ -1291,6 +1323,8 @@ 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");
@@ -1313,6 +1347,7 @@ 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
@@ -1360,6 +1395,7 @@ 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");
@@ -1538,11 +1574,13 @@ 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);
@@ -1580,8 +1618,9 @@ 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);
@@ -1622,6 +1661,9 @@ 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;
@@ -1687,6 +1729,10 @@ 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);
@@ -1701,6 +1747,10 @@ 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;