]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/t_items.qc
Separate and fix some cvars
[voretournament/voretournament.git] / data / qcsrc / server / t_items.qc
index 18c74be311d08a2ca7561c5345dcda9c0ba9ea0a..4f24cec237cc351c93408fa4bb0dd52916a62fd9 100644 (file)
@@ -67,7 +67,7 @@ void Item_Show (entity e, float mode)
                e.model = e.mdl;\r
                e.solid = SOLID_TRIGGER;\r
                e.colormod = '0 0 0';\r
-               self.glowmod = self.colormod;\r
+               e.glowmod = e.colormod;\r
                e.alpha = 0;\r
                e.customizeentityforclient = func_null;\r
 \r
@@ -79,7 +79,7 @@ void Item_Show (entity e, float mode)
                e.model = string_null;\r
                e.solid = SOLID_NOT;\r
                e.colormod = '0 0 0';\r
-               self.glowmod = self.colormod;\r
+               e.glowmod = e.colormod;\r
                e.alpha = 0;\r
                e.customizeentityforclient = func_null;\r
 \r
@@ -91,7 +91,7 @@ void Item_Show (entity e, float mode)
                e.model = e.mdl;\r
                e.solid = SOLID_TRIGGER; // can STILL be picked up!\r
                e.colormod = '0 0 0';\r
-               self.glowmod = self.colormod;\r
+               e.glowmod = e.colormod;\r
                e.effects |= EF_STARDUST;\r
                e.customizeentityforclient = Item_Customize;\r
 \r
@@ -103,7 +103,7 @@ void Item_Show (entity e, float mode)
                e.model = e.mdl;\r
                e.solid = SOLID_NOT;\r
                e.colormod = stov(cvar_string("g_ghost_items_color"));\r
-               self.glowmod = self.colormod;\r
+               e.glowmod = e.colormod;\r
                e.alpha = g_ghost_items;\r
                e.customizeentityforclient = func_null;\r
 \r
@@ -115,7 +115,7 @@ void Item_Show (entity e, float mode)
                e.model = string_null;\r
                e.solid = SOLID_NOT;\r
                e.colormod = stov(cvar_string("g_ghost_items_color"));\r
-               self.glowmod = self.colormod;\r
+               e.glowmod = e.colormod;\r
                e.alpha = 0;\r
                e.customizeentityforclient = func_null;\r
 \r
@@ -144,7 +144,6 @@ void Item_Respawn (void)
                sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
        setorigin (self, self.origin);\r
 \r
-       //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);\r
        pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
 }\r
 \r
@@ -175,7 +174,7 @@ void Item_RespawnCountdown (void)
                                WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
                                if(self.waypointsprite_attached)\r
                                {\r
-                                       WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
+                                       WaypointSprite_UpdateRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
                                        //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
                                        WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
                                }\r
@@ -208,7 +207,10 @@ void Item_ScheduleRespawnIn(entity e, float t)
 void Item_ScheduleRespawn(entity e)\r
 {\r
        Item_Show(e, 0);\r
-       Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
+       if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
+               Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
+       else\r
+               remove(e);\r
 }\r
 \r
 void Item_ScheduleInitialRespawn(entity e)\r
@@ -217,6 +219,241 @@ void Item_ScheduleInitialRespawn(entity e)
        Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
 }\r
 \r
+.float inithealth, initdmg;\r
+.float item_digestion_step;\r
+void Item_Consumable_Think()\r
+{\r
+       if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
+       {\r
+               self.predator.regurgitate_prepare = 0;\r
+               self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
+               Item_Consumable_Remove(self, TRUE);\r
+               return;\r
+       }\r
+       if(self.predator.stat_eaten)\r
+       {\r
+               // prey can't hold consumable items\r
+               Item_Consumable_Remove(self, TRUE);\r
+               return;\r
+       }\r
+\r
+       self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
+       self.dmg = self.initdmg * self.scale;\r
+       if(self.health <= 0)\r
+       {\r
+               // this item is done\r
+               Item_Consumable_Remove(self, FALSE);\r
+               return;\r
+       }\r
+\r
+       if(self.predator.digesting)\r
+       {\r
+               if(time > self.item_digestion_step)\r
+               {\r
+                       // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
+                       float damage, damage_offset;\r
+\r
+                       damage_offset = 1;\r
+                       if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
+                               damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
+                       damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);\r
+\r
+                       self.health -= damage;\r
+                       if(self.predator.health + damage <= self.max_health)\r
+                               self.predator.health += damage;\r
+                       else if(self.predator.health < self.max_health)\r
+                               self.predator.health = self.max_health;\r
+                       self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
+\r
+                       self.item_digestion_step = time + vore_steptime;\r
+               }\r
+\r
+               if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
+                       self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
+       }\r
+\r
+       self.nextthink = time;\r
+}\r
+\r
+float Item_Consumable_Customizeentityforclient()\r
+{\r
+       if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
+       {\r
+               self.alpha = default_player_alpha; // allow seeing neighboring items\r
+               self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
+       }\r
+       else\r
+               self.alpha = -1; // hide item\r
+       return TRUE;\r
+}\r
+\r
+void Item_DroppedConsumable_Spawn(entity e);\r
+void Item_Consumable_Remove(entity e, float regurgitate)\r
+{\r
+       if(regurgitate)\r
+       {\r
+               float scalediff, sz;\r
+               sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
+               scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
+\r
+               // predator effects, some common to those in Vore_Regurgitate\r
+               PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
+               setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+               pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', floor(scalediff * PARTICLE_MULTIPLIER));\r
+               e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
+               e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
+               e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
+               e.predator.regurgitate_prepare = 0;\r
+               e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
+\r
+               Item_DroppedConsumable_Spawn(e);\r
+       }\r
+\r
+       e.nextthink = 0;\r
+       remove(e);\r
+       e = world;\r
+}\r
+\r
+void Item_Consumable_Spawn(entity e, entity pl)\r
+{\r
+       entity item;\r
+\r
+       item = spawn();\r
+       item.owner = e;\r
+       item.classname = "consumable";\r
+       item.movetype = MOVETYPE_FOLLOW;\r
+       item.solid = SOLID_NOT;\r
+       setmodel(item, e.model);\r
+       item.health = e.health;\r
+       if(e.inithealth)\r
+       {\r
+               item.inithealth = e.inithealth;\r
+               item.initdmg = e.initdmg;\r
+       }\r
+       else\r
+       {\r
+               item.inithealth = e.health;\r
+               item.initdmg = e.dmg;\r
+       }\r
+       item.max_health = e.max_health;\r
+\r
+       item.predator = pl;\r
+       item.aiment = pl;\r
+       item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
+       item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
+       item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
+       item.angles = randomvec() * 360;\r
+\r
+       item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
+       item.think = Item_Consumable_Think;\r
+       item.nextthink = time;\r
+\r
+       if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
+               item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
+\r
+       float scalediff, sz;\r
+       sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
+       scalediff = cvar("g_healthsize") ? sz / pl.scale : sz; // the tighter the gut, the greater the velocity\r
+\r
+       // predator effects, some common to those in Vore_Swallow\r
+       PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
+       setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+       pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
+       pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
+       pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
+       pl.regurgitate_prepare = 0;\r
+       pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
+       pl.last_pickup = time;\r
+}\r
+\r
+float Item_Swallow(entity item, entity player);\r
+void Item_DroppedConsumable_Touch()\r
+{\r
+       if(time < self.cnt)\r
+               return;\r
+\r
+       // give the consumable item to the player touching it\r
+       if(Item_Swallow(self, other))\r
+       {\r
+               remove(self);\r
+               self = world;\r
+       }\r
+}\r
+\r
+void Item_DroppedConsumable_Spawn(entity e)\r
+{\r
+       entity item;\r
+       item = spawn();\r
+       item.owner = world;\r
+       item.classname = "droppedconsumable";\r
+       item.movetype = MOVETYPE_TOSS;\r
+       item.solid = SOLID_TRIGGER;\r
+       setmodel(item, e.model);\r
+       item.health = e.health;\r
+       item.inithealth = e.inithealth;\r
+       item.dmg = e.dmg;\r
+       item.initdmg = e.initdmg;\r
+       item.max_health = e.max_health;\r
+       item.scale = e.scale;\r
+       item.colormod = e.colormod;\r
+\r
+       if(cvar("g_nodepthtestitems"))\r
+               item.effects |= EF_NODEPTHTEST;\r
+\r
+       float scalediff, sz;\r
+       sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
+       scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
+\r
+       setorigin(item, e.predator.origin);\r
+       item.angles_y = e.predator.angles_y;\r
+       makevectors(e.predator.v_angle);\r
+       item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
+       e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
+       item.touch = Item_DroppedConsumable_Touch;\r
+       item.cnt = time + 1; // 1 second delay\r
+       SUB_SetFade(item, time + 20, 1);\r
+}\r
+\r
+float Item_Swallow(entity item, entity player)\r
+{\r
+       float pickedup, usage;\r
+       if(item.dmg && cvar("g_vore"))\r
+       {\r
+               if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
+               if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
+                       usage = 2; // consumable item, only if the vore system is enabled\r
+       }\r
+       else if (player.health < item.max_health)\r
+               usage = 1; // normal item\r
+       if(!usage)\r
+               return FALSE;\r
+\r
+       // since map items don't have a scale, calculate one based on player size center and the item's health, in order to determine swallowing speed\r
+       float scalediff;\r
+       scalediff = pow((item.health / cvar("g_healthsize_center")) / player.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff_item"));\r
+\r
+       item.swallow_progress_prey += cvar("g_balance_vore_swallow_speed_fill_item") / scalediff;\r
+       player.swallow_progress_pred = item.swallow_progress_prey;\r
+       if(item.swallow_progress_prey < 1 && cvar("g_balance_vore_swallow_speed_fill_item"))\r
+               return FALSE; // swallow progress not full yet, or slow swallowing of items is disabled\r
+\r
+       if(usage > 1)\r
+       {\r
+               pickedup = TRUE;\r
+               item.swallow_progress_prey = player.swallow_progress_pred = 0;\r
+               Item_Consumable_Spawn(item, player);\r
+       }\r
+       else\r
+       {\r
+               pickedup = TRUE;\r
+               item.swallow_progress_prey = player.swallow_progress_pred = 0;\r
+               player.health = min(player.health + item.health, item.max_health);\r
+               player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
+       }\r
+\r
+       return pickedup;\r
+}\r
+\r
 float Item_GiveTo(entity item, entity player)\r
 {\r
        float _switchweapon;\r
@@ -299,12 +536,7 @@ float Item_GiveTo(entity item, entity player)
                }\r
 \r
                if (item.health)\r
-               if (player.health < item.max_health)\r
-               {\r
-                       pickedup = TRUE;\r
-                       player.health = min(player.health + item.health, item.max_health);\r
-                       player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
-               }\r
+                       pickedup = Item_Swallow(item, player);\r
                if (item.armorvalue)\r
                if (player.armorvalue < item.max_armorvalue)\r
                {\r
@@ -330,6 +562,17 @@ float Item_GiveTo(entity item, entity player)
        return 1;\r
 }\r
 \r
+void Item_Think()\r
+{\r
+       self.nextthink = time;\r
+\r
+       if(!self.swallow_progress_prey)\r
+               return;\r
+\r
+       self.swallow_progress_prey = max(0, self.swallow_progress_prey - 0.01);\r
+       self.alpha = 1 - self.swallow_progress_prey;\r
+}\r
+\r
 void Item_Touch (void)\r
 {\r
        entity e, head;\r
@@ -352,6 +595,8 @@ void Item_Touch (void)
        if(!Item_GiveTo(self, other))\r
                return;\r
 \r
+       other.last_pickup = time;\r
+\r
        pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
 \r
        if (self.classname == "droppedweapon")\r
@@ -512,7 +757,6 @@ float commodity_pickupevalfunc(entity player, entity item)
        return item.bot_pickupbasevalue * c;\r
 };\r
 \r
-\r
 .float is_item;\r
 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)\r
 {\r
@@ -622,7 +866,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
 \r
                weaponsInMap |= weaponid;\r
 \r
-               if(g_lms || g_ca)\r
+               if(g_lms)\r
                {\r
                        startitem_failed = TRUE;\r
                        remove(self);\r
@@ -665,6 +909,8 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        self.weapons = weaponid;\r
        self.flags = FL_ITEM | itemflags;\r
        self.touch = Item_Touch;\r
+       self.think = Item_Think;\r
+       self.nextthink = time;\r
        setmodel (self, self.mdl); // precision set below\r
        self.effects |= EF_LOWPRECISION;\r
        if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
@@ -814,6 +1060,13 @@ void weapon_defaultspawnfunc(float wpn)
        if(self.team)\r
                self.flags |= FL_NO_WEAPON_STAY;\r
 \r
+       if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
+       {\r
+               self.ammo_fuel = 0;\r
+               // weapon stay 2: don't use ammo on weapon pickups; instead\r
+               // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
+       }\r
+\r
        StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
        if (self.modelindex) // don't precache if self was removed\r
                weapon_action(e.weapon, WR_PRECACHE);\r
@@ -856,6 +1109,7 @@ void spawnfunc_item_health_small (void) {
                self.max_health = g_pickup_healthsmall_max;\r
        if(!self.health)\r
                self.health = g_pickup_healthsmall;\r
+       self.dmg = g_pickup_healthsmall_consumable;\r
        StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
 }\r
 \r
@@ -864,6 +1118,7 @@ void spawnfunc_item_health_medium (void) {
                self.max_health = g_pickup_healthmedium_max;\r
        if(!self.health)\r
                self.health = g_pickup_healthmedium;\r
+       self.dmg = g_pickup_healthmedium_consumable;\r
        StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
 }\r
 \r
@@ -872,20 +1127,16 @@ void spawnfunc_item_health_large (void) {
                self.max_health = g_pickup_healthlarge_max;\r
        if(!self.health)\r
                self.health = g_pickup_healthlarge;\r
-       StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
+       self.dmg = g_pickup_healthlarge_consumable;\r
+       StartItem ("models/items/g_h50.md3", "misc/largehealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
 }\r
 \r
 void spawnfunc_item_health_mega (void) {\r
-       if(!cvar("g_powerup_superhealth"))\r
-               return;\r
-\r
-       if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
-               return;\r
-\r
        if(!self.max_health)\r
                self.max_health = g_pickup_healthmega_max;\r
        if(!self.health)\r
                self.health = g_pickup_healthmega;\r
+       self.dmg = g_pickup_healthmega_consumable;\r
        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);\r
 }\r
 \r
@@ -1318,9 +1569,9 @@ float GiveItems(entity e, float beginarg, float endarg)
        }\r
        POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
        POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
-       POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);\r
-       POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);\r
-       POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);\r
+       POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregenhealth_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);\r
+       POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregenarmor_finished, cvar("g_balance_pause_armor_regen"), "misc/armor25.wav", string_null);\r
+       POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregenhealth_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);\r
 \r
        if(e.strength_finished <= 0)\r
                e.strength_finished = 0;\r