}
}
+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)
+int GetResourceType(.float resource_property)
+{
+ switch (resource_property)
+ {
+ case health: { return RESOURCE_HEALTH; }
+ case armorvalue: { return RESOURCE_ARMOR; }
+ case ammo_shells: { return RESOURCE_SHELLS; }
+ case ammo_nails: { return RESOURCE_BULLETS; }
+ case ammo_rockets: { return RESOURCE_ROCKETS; }
+ case ammo_cells: { return RESOURCE_CELLS; }
+ case ammo_plasma: { return RESOURCE_PLASMA; }
+ case ammo_fuel: { return RESOURCE_FUEL; }
+ }
+ error("GetResourceType: Invalid property.");
+ return 0;
+}
+
+.float GetResourceProperty(int resource_type)
+{
+ switch (resource_type)
+ {
+ case RESOURCE_HEALTH: { return health; }
+ case RESOURCE_ARMOR: { return armorvalue; }
+ case RESOURCE_SHELLS: { return ammo_shells; }
+ case RESOURCE_BULLETS: { return ammo_nails; }
+ case RESOURCE_ROCKETS: { return ammo_rockets; }
+ case RESOURCE_CELLS: { return ammo_cells; }
+ case RESOURCE_PLASMA: { return ammo_plasma; }
+ case RESOURCE_FUEL: { return ammo_fuel; }
+ }
+ error("GetResourceProperty: Invalid resource type.");
+ return health;
+}
+
+float GetResourceLimit(int resource_type)
+{
+ float limit;
+ switch (resource_type)
+ {
+ case RESOURCE_HEALTH:
+ {
+ limit = autocvar_g_balance_health_limit;
+ break;
+ }
+ case RESOURCE_ARMOR:
+ {
+ limit = autocvar_g_balance_armor_limit;
+ break;
+ }
+ case RESOURCE_SHELLS:
+ {
+ limit = g_pickup_shells_max;
+ break;
+ }
+ case RESOURCE_BULLETS:
+ {
+ limit = g_pickup_nails_max;
+ break;
+ }
+ case RESOURCE_ROCKETS:
+ {
+ limit = g_pickup_rockets_max;
+ break;
+ }
+ case RESOURCE_CELLS:
+ {
+ limit = g_pickup_cells_max;
+ break;
+ }
+ case RESOURCE_PLASMA:
+ {
+ limit = g_pickup_plasma_max;
+ break;
+ }
+ case RESOURCE_FUEL:
+ {
+ limit = autocvar_g_balance_fuel_limit;
+ break;
+ }
+ default:
+ {
+ error("GetResourceLimit: Invalid resource type.");
+ return 0;
+ }
+ }
+ MUTATOR_CALLHOOK(GetResourceLimit, resource_type, limit);
+ limit = M_ARGV(1, float);
+ if (limit > RESOURCE_AMOUNT_HARD_LIMIT)
+ {
+ limit = RESOURCE_AMOUNT_HARD_LIMIT;
+ }
+ return limit;
+}
+
+void GivePlayerResource(entity player, int resource_type, float amount)
{
if (amount == 0)
{
return;
}
+ bool forbid = MUTATOR_CALLHOOK(GivePlayerResource, player, resource_type,
+ amount);
+ if (forbid)
+ {
+ return;
+ }
+ resource_type = M_ARGV(1, int);
+ amount = M_ARGV(2, float);
+ .float resource_property = GetResourceProperty(resource_type);
+ float max_amount = GetResourceLimit(resource_type);
+ player.(resource_property) = bound(player.(resource_property),
+ player.(resource_property) + amount, max_amount);
switch (resource_type)
{
- case health:
+ case RESOURCE_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:
+ case RESOURCE_ARMOR:
{
- // 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:
+ case RESOURCE_FUEL:
{
- 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)
+void GivePlayerResourceViaProperty(entity player, .float resource_property,
+ float amount)
{
- GivePlayerResource(player, health, amount);
+ GivePlayerResource(player, GetResourceType(resource_property), amount);
}
-void GivePlayerArmor(entity player, float amount)
+void GivePlayerHealth(entity player, float amount)
{
- GivePlayerResource(player, armorvalue, amount);
+ GivePlayerResource(player, RESOURCE_HEALTH, amount);
}
-void GivePlayerAmmo(entity player, .float ammotype, float amount)
+void GivePlayerArmor(entity player, 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));
+ GivePlayerResource(player, RESOURCE_ARMOR, amount);
}
void GivePlayerFuel(entity player, float amount)
{
- GivePlayerResource(player, ammo_fuel, amount);
+ GivePlayerResource(player, RESOURCE_FUEL, amount);
}
void GivePlayerRandomWeapons(entity player, int num_weapons,
{
amount = ammomax - player.(ammotype);
}
- GivePlayerResource(player, ammotype, amount);
+ GivePlayerResourceViaProperty(player, ammotype, amount);
return true;
}
}
float mi = min(item.(ammotype), ammomax);
if (player.(ammotype) < mi)
{
- GivePlayerResource(player, ammotype, mi - player.(ammotype));
+ GivePlayerResourceViaProperty(player, ammotype, mi -
+ player.(ammotype));
}
return true;
}