}
}
+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 GivePlayerHealth(entity player, float amount)
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
+ float shells, float bullets, float rockets, float cells, float plasma)
{
- if (amount == 0)
- {
- return;
- }
- // 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);
-}
-
-void GivePlayerArmor(entity player, float amount)
-{
- if (amount == 0)
+ if (num_weapons == 0)
{
return;
}
- // 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);
-}
-
-void GivePlayerAmmo(entity player, .float ammotype, float amount)
-{
- float maxvalue = 999;
- switch (ammotype)
+ int num_potential_weapons = tokenize_console(weapon_names);
+ for (int i = 0; i < num_weapons; ++i)
{
- case ammo_shells:
+ RandomSelection_Init();
+ for (int j = 0; j < num_potential_weapons; ++j)
{
- maxvalue = g_pickup_shells_max;
- break;
+ string weapon = argv(j);
+ FOREACH(Weapons, it != WEP_Null,
+ {
+ // Finding a weapon which player doesn't have.
+ if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
+ {
+ RandomSelection_AddEnt(it, 1, 1);
+ break;
+ }
+ });
}
- case ammo_cells:
+ if (RandomSelection_chosen_ent == NULL)
{
- maxvalue = g_pickup_cells_max;
- break;
+ return;
}
- case ammo_rockets:
+ receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
+ if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
{
- maxvalue = g_pickup_rockets_max;
- break;
+ continue;
}
- case ammo_plasma:
+ if (GetResourceAmount(receiver,
+ RandomSelection_chosen_ent.ammo_type) != 0)
{
- maxvalue = g_pickup_plasma_max;
- break;
+ continue;
}
- case ammo_nails:
+ switch (RandomSelection_chosen_ent.ammo_type)
{
- maxvalue = g_pickup_nails_max;
- break;
+ case (RESOURCE_SHELLS):
+ {
+ GiveResource(receiver, RESOURCE_SHELLS, shells);
+ break;
+ }
+ case (RESOURCE_BULLETS):
+ {
+ GiveResource(receiver, RESOURCE_BULLETS, bullets);
+ break;
+ }
+ case (RESOURCE_ROCKETS):
+ {
+ GiveResource(receiver, RESOURCE_ROCKETS, rockets);
+ break;
+ }
+ case (RESOURCE_CELLS):
+ {
+ GiveResource(receiver, RESOURCE_CELLS, cells);
+ break;
+ }
+ case (RESOURCE_PLASMA):
+ {
+ GiveResource(receiver, RESOURCE_PLASMA, plasma);
+ break;
+ }
}
}
- player.(ammotype) = min(player.(ammotype) + amount,
- min(maxvalue, ITEM_COUNT_HARD_LIMIT));
}
-void GivePlayerFuel(entity player, float amount)
+float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
{
+ float amount = GetResourceAmount(item, resource_type);
if (amount == 0)
{
- return;
- }
- 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);
-}
-
-float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
-{
- if (!item.(ammotype))
return false;
-
- if (item.spawnshieldtime)
- {
- if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
- {
- player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
- goto YEAH;
- }
}
- else if(g_weapon_stay == 2)
+ float player_amount = GetResourceAmount(player, resource_type);
+ if (item.spawnshieldtime)
{
- float mi = min(item.(ammotype), ammomax);
- if (player.(ammotype) < mi)
+ if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
{
- player.(ammotype) = mi;
- goto YEAH;
+ return false;
}
+ GiveResourceWithLimit(player, resource_type, amount, ammomax);
+ return true;
}
-
- return false;
-
-LABEL(YEAH)
- switch(mode)
+ if (g_weapon_stay != 2)
{
- case ITEM_MODE_FUEL:
- player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
- break;
- case ITEM_MODE_HEALTH:
- player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
- break;
- case ITEM_MODE_ARMOR:
- player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
- break;
- default:
- break;
+ return false;
}
+ GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
return 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, ammo_plasma, g_pickup_plasma_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);
-
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
if (item.itemdef.instanceOfWeaponPickup)
{
WepSet w;
if(!(player.weapons & (it.m_wepset)))
continue;
- switch(it.ammo_field)
+ switch(it.ammo_type)
{
- case ammo_shells: need_shells = true; break;
- case ammo_nails: need_nails = true; break;
- case ammo_rockets: need_rockets = true; break;
- case ammo_cells: need_cells = true; break;
- case ammo_plasma: need_plasma = true; break;
- case ammo_fuel: need_fuel = true; break;
+ case RESOURCE_SHELLS: need_shells = true; break;
+ case RESOURCE_BULLETS: need_nails = true; break;
+ case RESOURCE_ROCKETS: need_rockets = true; break;
+ case RESOURCE_CELLS: need_cells = true; break;
+ case RESOURCE_PLASMA: need_plasma = true; break;
+ case RESOURCE_FUEL: need_fuel = true; break;
}
});
rating = item.bot_pickupbasevalue;