]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Increase tracewalk destination height to include player's height; it fixes bots not...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index d85cf7861478c33e8b4451e8e624cb5f30c7d9c5..50ae0c336c51393ee61d7a14e70875588fd1d6e3 100644 (file)
@@ -134,10 +134,17 @@ void Item_PreDraw(entity this)
        }
        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));
@@ -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 +682,73 @@ 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)
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
+       entity ammo_entity)
 {
-       if (!item.(ammotype))
-               return false;
-
-       if (item.spawnshieldtime)
+       if (num_weapons == 0)
+       {
+               return;
+       }
+       int num_potential_weapons = tokenize_console(weapon_names);
+       for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
        {
-               if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
+               RandomSelection_Init();
+               for (int weapon_index = 0; weapon_index < num_potential_weapons;
+                       ++weapon_index)
+               {
+                       string weapon = argv(weapon_index);
+                       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;
+                               }
+                       });
+               }
+               if (RandomSelection_chosen_ent == NULL)
+               {
+                       return;
+               }
+               receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
+               if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
                {
-                       player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
-                       goto YEAH;
+                       continue;
                }
+               if (GetResourceAmount(receiver,
+                       RandomSelection_chosen_ent.ammo_type) != 0)
+               {
+                       continue;
+               }
+               GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
+                       GetResourceAmount(ammo_entity,
+                       RandomSelection_chosen_ent.ammo_type));
+       }
+}
+
+float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
+{
+       float amount = GetResourceAmount(item, resource_type);
+       if (amount == 0)
+       {
+               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 +763,7 @@ 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 +778,14 @@ 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;
@@ -776,8 +842,6 @@ float Item_GiveTo(entity item, entity player)
                player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
        }
 
-LABEL(skip)
-
        // always eat teamed entities
        if(item.team)
                pickedup = true;
@@ -868,7 +932,7 @@ 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;
@@ -880,6 +944,7 @@ LABEL(pickup)
                                if(it.itemdef) // is a registered item
                                {
                                        Item_Show(it, -1);
+                                       it.scheduledrespawntime = 0;
                                        RandomSelection_AddEnt(it, it.cnt, 0);
                                }
                        });
@@ -1011,14 +1076,14 @@ 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;
@@ -1172,7 +1237,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                if(!have_pickup_item(this))
                {
                        startitem_failed = true;
-                       delete (this);
+                       delete(this);
                        return;
                }
 
@@ -1210,7 +1275,7 @@ 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;
                }
                */
@@ -1366,7 +1431,7 @@ spawnfunc(item_rockets)
 
 spawnfunc(item_bullets)
 {
-       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && 
+       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
           (this.classname != "droppedweapon"))
        {
                weaponswapping = true;
@@ -1723,7 +1788,7 @@ 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)
                {