]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Fix extra life powerup giving infinite lives in lms & minstagib
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 40abd18b135fe920265d197357927a458308f990..957e421e34279a437c2ce5ee32893d82f26a44be 100644 (file)
@@ -271,11 +271,6 @@ float ItemSend(entity to, float sf)
 
 float have_pickup_item(void)
 {
-       // minstagib: only allow filtered items
-       if(g_minstagib)
-               if(self.classname != "minstagib")
-                       return FALSE;
-
        if(self.flags & FL_POWERUP)
        {
                if(autocvar_g_powerups > 0)
@@ -440,9 +435,10 @@ void Item_Show (entity e, float mode)
 void Item_Respawn (void)
 {
        Item_Show(self, 1);
-       if(!g_minstagib && self.items == IT_STRENGTH)
+       // this is ugly...
+       if(self.items == IT_STRENGTH)
                sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
-       else if(!g_minstagib && self.items == IT_INVINCIBLE)
+       else if(self.items == IT_INVINCIBLE)
                sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
        else
                sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
@@ -469,28 +465,18 @@ void Item_RespawnCountdown (void)
                        string name;
                        vector rgb = '1 0 1';
                        name = string_null;
-                       if(g_minstagib)
-                       {
-                               switch(self.items)
-                               {
-                                       case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
-                                       case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
-                                       case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
-                               }
-                       }
-                       else
-                       {
-                               switch(self.items)
-                               {
-                                       case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
-                                       case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
-                               }
-                       }
                        switch(self.items)
                        {
-                               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;
+                               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;
+                               case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
+                               case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
                        }
+                       item_name = name;
+                       item_color = rgb;
+                       MUTATOR_CALLHOOK(Item_RespawnCountdown);
+                       name = item_name;
+                       rgb = item_color;
                        if(self.flags & FL_WEAPON)
                        {
                                entity wi = get_weaponinfo(self.weapon);
@@ -610,130 +596,69 @@ float Item_GiveTo(entity item, entity player)
        // if nothing happens to player, just return without taking the item
        pickedup = FALSE;
        _switchweapon = FALSE;
+       // in case the player has autoswitch enabled do the following:
+       // 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 (player.switchweapon == w_getbestweapon(player))
+               _switchweapon = TRUE;
 
-       if (g_minstagib)
-       {
-               float prevcells = player.ammo_cells;
-
-               pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
-               pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
-
-               if(player.ammo_cells > prevcells)
-               {
-                       _switchweapon = TRUE;
-
-                       // play some cool sounds ;)
-                       if (clienttype(player) == CLIENTTYPE_REAL)
-                       {
-                               if(player.health <= 5)
-                                       Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_MINSTAGIB_LASTSECOND);
-                               else if(player.health < 50)
-                                       Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_MINSTAGIB_NARROWLY);
-                       }
-                       // sound not available
-                       // else if(item.items == IT_CELLS)
-                       //      AnnounceTo(player, "ammo");
+       if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
+               _switchweapon = TRUE;
 
-                       if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
-                               W_GiveWeapon (player, WEP_MINSTANEX);
-                       player.health = 100;
-               }
+       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, health, item.max_health, ITEM_MODE_HEALTH);
+       pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
 
-               if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
-               {
-                       pickedup = TRUE;
-                       player.items |= it;
-                       sprint (player, strcat("You got the ^2", item.netname, "\n"));
-               }
+       if (item.flags & FL_WEAPON)
+       {
+               WEPSET_DECLARE_A(it);
+               WEPSET_COPY_AE(it, item);
+               WEPSET_ANDNOT_AE(it, player);
 
-               // extralife powerup
-               if (item.max_health)
+               if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && item.pickup_anyway))
                {
                        pickedup = TRUE;
-                       // sound not available
-                       // AnnounceTo(player, "_lives");
-                       player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
-                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_EXTRALIVES);
+                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+                       if(WEPSET_CONTAINS_AW(it, i))
+                               W_GiveWeapon(player, i);
                }
+       }
 
-               // invis powerup
-               if (item.strength_finished)
-               {
-                       pickedup = TRUE;
-                       // sound not available
-                       // AnnounceTo(player, "invisible");
-                       player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
-               }
+       if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+       {
+               pickedup = TRUE;
+               player.items |= it;
+               sprint (player, strcat("You got the ^2", item.netname, "\n"));
+       }
 
-               // speed powerup
-               if (item.invincible_finished)
-               {
-                       pickedup = TRUE;
-                       // sound not available
-                       // AnnounceTo(player, "speed");
-                       player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
-               }
+       if (item.strength_finished)
+       {
+               pickedup = TRUE;
+               player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
        }
-       else
+       if (item.invincible_finished)
        {
-               // in case the player has autoswitch enabled do the following:
-               // 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 (player.switchweapon == w_getbestweapon(player))
-                       _switchweapon = TRUE;
-
-               if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
-                       _switchweapon = TRUE;
-
-               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, health, item.max_health, ITEM_MODE_HEALTH);
-               pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
-
-               if (item.flags & FL_WEAPON)
-               {
-                       WEPSET_DECLARE_A(it);
-                       WEPSET_COPY_AE(it, item);
-                       WEPSET_ANDNOT_AE(it, player);
-
-                       if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
-                       {
-                               pickedup = TRUE;
-                               for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                                       if(WEPSET_CONTAINS_AW(it, i))
-                                               W_GiveWeapon(player, i);
-                       }
-               }
-
-               if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
-               {
-                       pickedup = TRUE;
-                       player.items |= it;
-                       sprint (player, strcat("You got the ^2", item.netname, "\n"));
-               }
-
-               if (item.strength_finished)
-               {
-                       pickedup = TRUE;
-                       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) + item.invincible_finished;
-               }
-               if (item.superweapons_finished)
-               {
-                       pickedup = TRUE;
-                       player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
-               }
+               pickedup = TRUE;
+               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;
+       }
+       if (item.max_health)
+       {
+               pickedup = TRUE;
+               // extra life powerup handled by mutators
        }
 
 :skip
+       
        // always eat teamed entities
        if(item.team)
                pickedup = TRUE;
@@ -1148,9 +1073,9 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                precache_sound (self.item_pickupsound);
 
                precache_sound ("misc/itemrespawncountdown.wav");
-               if(!g_minstagib && itemid == IT_STRENGTH)
+               if(itemid == IT_STRENGTH)
                        precache_sound ("misc/strength_respawn.wav");
-               else if(!g_minstagib && itemid == IT_INVINCIBLE)
+               else if(itemid == IT_INVINCIBLE)
                        precache_sound ("misc/shield_respawn.wav");
                else
                        precache_sound ("misc/itemrespawn.wav");
@@ -1220,69 +1145,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        }
 }
 
-/* replace items in minstagib
- * IT_STRENGTH  = invisibility
- * IT_NAILS     = extra lives
- * IT_INVINCIBLE = speed
- */
-void minstagib_items (float itemid) // will be deleted soon.
-{
-       float rnd;
-       self.classname = "minstagib"; // ...?
-
-       // replace rocket launchers and nex guns with ammo cells
-       if (itemid == IT_CELLS)
-       {
-               self.ammo_cells = autocvar_g_minstagib_ammo_drop;
-               StartItem ("models/items/a_cells.md3",
-                       "misc/itempickup.wav", 45, 0,
-                       "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
-               return;
-       }
-
-       // randomize
-       rnd = random() * 3;
-       if (rnd <= 1)
-               itemid = IT_STRENGTH;
-       else if (rnd <= 2)
-               itemid = IT_NAILS;
-       else
-               itemid = IT_INVINCIBLE;
-
-       // replace with invis
-       if (itemid == IT_STRENGTH)
-       {
-               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);
-       }
-       // replace with extra lives
-       if (itemid == IT_NAILS)
-       {
-               self.max_health = 1;
-               StartItem ("models/items/g_h100.md3",
-                       "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
-                       "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
-       }
-       // replace with speed
-       if (itemid == IT_INVINCIBLE)
-       {
-               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);
-       }
-}
-
-float minst_no_auto_cells;
-void minst_remove_item (void) {
-       if(minst_no_auto_cells)
-               remove(self);
-}
-
 float weaponswapping;
 float internalteam;
 
@@ -1421,11 +1283,6 @@ void weapon_defaultspawnfunc(float wpn)
        if(self.team)
                f |= FL_NO_WEAPON_STAY;
 
-       // stupid minstagib hack, don't ask
-       if(g_minstagib)
-               if(self.ammo_cells)
-                       self.ammo_cells = autocvar_g_minstagib_ammo_drop;
-
        StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
        if (self.modelindex) // don't precache if self was removed
                weapon_action(e.weapon, WR_PRECACHE);
@@ -1454,37 +1311,16 @@ void spawnfunc_weapon_shotgun (void) {
 
 void spawnfunc_weapon_nex (void)
 {
-       if (g_minstagib)
-       {
-               minstagib_items(IT_CELLS);
-               self.think = minst_remove_item;
-               self.nextthink = time;
-               return;
-       }
        weapon_defaultspawnfunc(WEP_NEX);
 }
 
 void spawnfunc_weapon_minstanex (void)
 {
-       if (g_minstagib)
-       {
-               minstagib_items(IT_CELLS);
-               self.think = minst_remove_item;
-               self.nextthink = time;
-               return;
-       }
        weapon_defaultspawnfunc(WEP_MINSTANEX);
 }
 
 void spawnfunc_weapon_rocketlauncher (void)
 {
-       if (g_minstagib)
-       {
-               minstagib_items(IT_CELLS); // replace rocketlauncher with cells
-               self.think = minst_remove_item;
-               self.nextthink = time;
-               return;
-       }
        weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
 }
 
@@ -1612,9 +1448,6 @@ void spawnfunc_item_health_large (void) {
 }
 
 void spawnfunc_item_health_mega (void) {
-       if(g_minstagib) {
-               minstagib_items(IT_NAILS);
-       } else {
                if(!self.max_health)
                        self.max_health = g_pickup_healthmega_max;
                if(!self.health)
@@ -1622,7 +1455,6 @@ void spawnfunc_item_health_mega (void) {
                if(!self.pickup_anyway)
                        self.pickup_anyway = g_pickup_healthmega_anyway;
                StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
-       }
 }
 
 // support old misnamed entities
@@ -1633,34 +1465,16 @@ void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
 
 void spawnfunc_item_strength (void) {
-       if(g_minstagib) {
-               minstagib_items(IT_STRENGTH);
-       } else {
                precache_sound("weapons/strength_fire.wav");
                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);
-       }
 }
 
 void spawnfunc_item_invincible (void) {
-       if(g_minstagib) {
-               minstagib_items(IT_INVINCIBLE);
-       } else {
                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);
-       }
-}
-
-void spawnfunc_item_minst_cells (void) {
-       if (g_minstagib)
-       {
-               minst_no_auto_cells = TRUE;
-               minstagib_items(IT_CELLS);
-       }
-       else
-               remove(self);
 }
 
 // compatibility:
@@ -2152,12 +1966,6 @@ float GiveItems(entity e, float beginarg, float endarg)
                if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
                        e.superweapons_finished = autocvar_g_balance_superweapons_time;
 
-       if (g_minstagib)
-       {
-               e.health = bound(0, e.health, 100);
-               e.armorvalue = bound(0, e.armorvalue, 999);
-       }
-
        if(e.strength_finished <= 0)
                e.strength_finished = 0;
        else