X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=a1b0ced6966e57600a16366048376d4b7e873ba5;hb=7f6f1dc979173320c7ffe7dfe647a52686f447c2;hp=2746eabfc3fa048f681dd0ce0030075a6bdec8c3;hpb=f2d3cf6088b5ec9147556248277e20033e1e595e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 2746eabfc..a1b0ced69 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -63,6 +63,8 @@ void Item_SetAlpha(entity this) this.colormod = this.glowmod = autocvar_cl_weapon_stay_color; this.alpha = autocvar_cl_weapon_stay_alpha; } + + this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL); } void ItemDraw(entity this) @@ -127,17 +129,22 @@ void Item_PreDraw(entity this) { if(warpzone_warpzones_exist) { - // just incase warpzones were initialized last, reset these - //this.alpha = 1; // alpha is already set by the draw function - this.drawmask = MASK_NORMAL; + setpredraw(this, func_null); // no need to keep running this return; } float alph; vector org = getpropertyvec(VF_ORIGIN); - if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones - alph = 0; - else if(this.fade_start) - alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1); + //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones + //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway + if(this.fade_start) + { + if(vdist(org - this.origin, >, this.fade_end)) + alph = 0; // save on some processing + else if(vdist(org - this.origin, <, this.fade_start)) + alph = 1; // more processing saved + else + alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1); + } else alph = 1; //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs)); @@ -145,8 +152,8 @@ void Item_PreDraw(entity this) this.alpha = alph; if(alph <= 0) this.drawmask = 0; - else - this.drawmask = MASK_NORMAL; + //else + //this.drawmask = MASK_NORMAL; // reset by the setalpha function } void ItemRemove(entity this) @@ -213,7 +220,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) this.fade_end = ReadShort(); this.fade_start = ReadShort(); - if(this.fade_start && !autocvar_cl_items_nofade) + if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade) setpredraw(this, Item_PreDraw); if(this.mdl) @@ -227,14 +234,14 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) string _fn2 = substring(_fn, 0 , strlen(_fn) -4); this.draw = ItemDrawSimple; - if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix))) - this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)); - else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix))) - this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)); - else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix))) - this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)); - else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix))) - this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)); + if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"))) + this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")); + else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"))) + this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")); + else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"))) + this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")); + else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"))) + this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")); else { this.draw = ItemDraw; @@ -624,12 +631,46 @@ void Item_ScheduleRespawnIn(entity e, float t) } } +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); @@ -641,46 +682,28 @@ void Item_ScheduleInitialRespawn(entity e) Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e))); } -float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode) +float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax) { - if (!item.(ammotype)) - return false; - - if (item.spawnshieldtime) + float amount = GetResourceAmount(item, resource_type); + if (amount == 0) { - if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0) - { - player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype)); - goto YEAH; - } + return false; } - 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; } @@ -695,7 +718,7 @@ float Item_GiveTo(entity item, entity player) // 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(CS(player).autoswitch) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { @@ -710,16 +733,14 @@ float Item_GiveTo(entity item, entity player) } } } - - 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; @@ -868,7 +889,7 @@ LABEL(pickup) _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM); if (this.classname == "droppedweapon") - delete (this); + delete(this); else if (this.spawnshieldtime) { entity e; @@ -1011,38 +1032,40 @@ float ammo_pickupevalfunc(entity player, entity item) 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; } + float noammorating = 0.5; + if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max)) - c = item.ammo_shells / player.ammo_shells; + c = item.ammo_shells / max(noammorating, player.ammo_shells); if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max)) - c = item.ammo_nails / player.ammo_nails; + c = item.ammo_nails / max(noammorating, player.ammo_nails); if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max)) - c = item.ammo_rockets / player.ammo_rockets; + c = item.ammo_rockets / max(noammorating, player.ammo_rockets); if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max)) - c = item.ammo_cells / player.ammo_cells; + c = item.ammo_cells / max(noammorating, player.ammo_cells); if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max)) - c = item.ammo_plasma / player.ammo_plasma; + c = item.ammo_plasma / max(noammorating, player.ammo_plasma); if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max)) - c = item.ammo_fuel / player.ammo_fuel; + c = item.ammo_fuel / max(noammorating, player.ammo_fuel); - rating *= min(2, c); + rating *= min(c, 2); if(wpn) rating += wpn.bot_pickupbasevalue * 0.1; return rating; @@ -1170,7 +1193,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if(!have_pickup_item(this)) { startitem_failed = true; - delete (this); + delete(this); return; } @@ -1208,7 +1231,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default // target_give not yet supported; maybe later print("removed targeted ", this.classname, "\n"); startitem_failed = true; - remove (this); + delete(this); return; } */ @@ -1364,7 +1387,7 @@ spawnfunc(item_rockets) spawnfunc(item_bullets) { - if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && + if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && (this.classname != "droppedweapon")) { weaponswapping = true; @@ -1721,7 +1744,7 @@ float GiveItems(entity e, float beginarg, float endarg) int _switchweapon = 0; - if(e.autoswitch) + if(CS(e).autoswitch) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) {