]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge remote branch 'origin/terencehill/powerups_respawntime_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 090788a6655661595118c73aa160823099ab0ca4..b26c840ff0c8834ba446c01939fe8760095a95c1 100644 (file)
@@ -131,7 +131,7 @@ void Item_Show (entity e, float mode)
 
                e.spawnshieldtime = 1;
        }
-       else if((e.flags & FL_WEAPON) && !(get_weaponinfo(e.weapon).items & IT_SUPERWEAPON) && g_weapon_stay)
+       else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
        {
                // make the item translucent and not touchable
                e.model = e.mdl;
@@ -168,7 +168,7 @@ void Item_Show (entity e, float mode)
                e.spawnshieldtime = 1;
        }
 
-       if (e.strength_finished || e.invincible_finished)
+       if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
                e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
        if (autocvar_g_nodepthtestitems)
                e.effects |= EF_NODEPTHTEST;
@@ -239,7 +239,7 @@ void Item_RespawnCountdown (void)
                                if(wi)
                                {
                                        name = wi.model2;
-                                       rgb = '0 0 0';
+                                       rgb = '1 0 0';
                                }
                        }
                        if(!name)
@@ -265,7 +265,7 @@ void Item_RespawnCountdown (void)
 
 void Item_ScheduleRespawnIn(entity e, float t)
 {
-       if((e.flags & FL_POWERUP) || ((e.flags & FL_WEAPON) && (get_weaponinfo(e.weapon).items & IT_SUPERWEAPON)))
+       if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
        {
                e.think = Item_RespawnCountdown;
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
@@ -440,7 +440,7 @@ float Item_GiveTo(entity item, entity player)
                pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
 
                if (item.flags & FL_WEAPON)
-               if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
+               if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
                {
                        pickedup = TRUE;
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
@@ -461,12 +461,17 @@ float Item_GiveTo(entity item, entity player)
                if (item.strength_finished)
                {
                        pickedup = TRUE;
-                       player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
+                       player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
                }
                if (item.invincible_finished)
                {
                        pickedup = TRUE;
-                       player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
+                       player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+               }
+               if (item.superweapons_finished)
+               {
+                       pickedup = TRUE;
+                       player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
                }
        }
 
@@ -478,7 +483,6 @@ float Item_GiveTo(entity item, entity player)
        if (!pickedup)
                return 0;
 
-       sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
        if (_switchweapon)
                if (player.switchweapon != w_getbestweapon(player))
                        W_SwitchWeapon_Force(player, w_getbestweapon(player));
@@ -505,12 +509,29 @@ void Item_Touch (void)
        if (self.owner == other)
                return;
 
+       if (self.classname == "droppedweapon")
+       {
+               self.strength_finished = max(0, self.strength_finished - time);
+               self.invincible_finished = max(0, self.invincible_finished - time);
+               self.superweapons_finished = max(0, self.superweapons_finished - time);
+       }
+
        if(!Item_GiveTo(self, other))
+       {
+               if (self.classname == "droppedweapon")
+               {
+                       // undo what we did above
+                       self.strength_finished += time;
+                       self.invincible_finished += time;
+                       self.superweapons_finished += time;
+               }
                return;
+       }
 
        other.last_pickup = time;
 
        pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
+       sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
 
        if (self.classname == "droppedweapon")
                remove (self);
@@ -537,6 +558,24 @@ void Item_Touch (void)
        }
 }
 
+void Item_Reset()
+{
+       Item_Show(self, !self.state);
+       setorigin (self, self.origin);
+
+       if(self.classname != "droppedweapon")
+       {
+               self.think = SUB_Null;
+               self.nextthink = 0;
+
+               if(self.waypointsprite_attached)
+                       WaypointSprite_Kill(self.waypointsprite_attached);
+
+               if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+                       Item_ScheduleInitialRespawn(self);
+       }
+}
+
 void Item_FindTeam()
 {
        entity head, e;
@@ -563,22 +602,10 @@ void Item_FindTeam()
                        head.effects &~= EF_NODRAW;
                }
 
-               if(e.flags & FL_POWERUP) // do not spawn powerups initially!
-                       Item_ScheduleInitialRespawn(e);
+               Item_Reset();
        }
 }
 
-void Item_Reset()
-{
-       Item_Show(self, !self.state);
-       setorigin (self, self.origin);
-       self.think = SUB_Null;
-       self.nextthink = 0;
-
-       if(self.flags & FL_POWERUP) // do not spawn powerups initially!
-               Item_ScheduleInitialRespawn(self);
-}
-
 // Savage: used for item garbage-collection
 // TODO: perhaps nice special effect?
 void RemoveItem(void)
@@ -650,7 +677,7 @@ float weapon_pickupevalfunc(entity player, entity item)
 
 float commodity_pickupevalfunc(entity player, entity item)
 {
-       float c, i, need_shells, need_nails, need_rockets, need_cells;
+       float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
        entity wi;
        c = 0;
 
@@ -670,6 +697,8 @@ float commodity_pickupevalfunc(entity player, entity item)
                        need_rockets = TRUE;
                else if(wi.items & IT_CELLS)
                        need_cells = TRUE;
+               else if(wi.items & IT_FUEL)
+                       need_cells = TRUE;
        }
 
        // TODO: figure out if the player even has the weapon this ammo is for?
@@ -691,6 +720,10 @@ float commodity_pickupevalfunc(entity player, entity item)
        if (item.ammo_cells)
        if (player.ammo_cells < g_pickup_cells_max)
                c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+       if (need_fuel)
+       if (item.ammo_fuel)
+       if (player.ammo_fuel < g_pickup_fuel_max)
+               c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
        if (item.armorvalue)
        if (player.armorvalue < item.max_armorvalue)
                c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
@@ -717,9 +750,28 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.reset = SUB_Remove;
                // it's a dropped weapon
                self.movetype = MOVETYPE_TOSS;
+
                // Savage: remove thrown items after a certain period of time ("garbage collection")
                self.think = RemoveItem;
-               self.nextthink = time + 60;
+               self.nextthink = time + 20;
+
+               if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
+               /*
+               if(self.items == 0)
+               if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
+               if(self.ammo_nails == 0)
+               if(self.ammo_cells == 0)
+               if(self.ammo_rockets == 0)
+               if(self.ammo_shells == 0)
+               if(self.ammo_fuel == 0)
+               if(self.health == 0)
+               if(self.armorvalue == 0)
+               */
+               {
+                       // if item is worthless after a timer, have it expire then
+                       self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
+               }
+
                // don't drop if in a NODROP zone (such as lava)
                traceline(self.origin, self.origin, MOVE_NORMAL, self);
                if (trace_dpstartcontents & DPCONTENTS_NODROP)
@@ -824,6 +876,10 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        self.bot_pickupbasevalue = pickupbasevalue;
        self.mdl = itemmodel;
        self.item_pickupsound = pickupsound;
+       if(self.weapons)
+               self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
+       else
+               self.weapon = 0;
        // let mappers override respawntime
        if(!self.respawntime) // both set
        {
@@ -848,7 +904,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.colormap = 1024; // color shirt=0 pants=0 grey
        }
 
-       Item_Show(self, 1);
        self.state = 0;
        if(self.team)
        {
@@ -857,8 +912,8 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.effects = self.effects | EF_NODRAW; // marker for item team search
                InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
        }
-       else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
-               Item_ScheduleInitialRespawn(self);
+       else
+               Item_Reset();
 }
 
 /* replace items in minstagib
@@ -893,7 +948,8 @@ void minstagib_items (float itemid)
        // replace with invis
        if (itemid == IT_STRENGTH)
        {
-               self.strength_finished = 30;
+               if(!self.strength_finished)
+                       self.strength_finished = autocvar_g_balance_powerup_strength_time;
                StartItem ("models/items/g_strength.md3",
                        "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
                        "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
@@ -909,7 +965,8 @@ void minstagib_items (float itemid)
        // replace with speed
        if (itemid == IT_INVINCIBLE)
        {
-               self.invincible_finished = 30;
+               if(!self.invincible_finished)
+                       self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
                StartItem ("models/items/g_invincible.md3",
                        "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
                        "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
@@ -933,23 +990,7 @@ void weapon_defaultspawnfunc(float wpn)
        string s;
        entity oldself;
        float i, j;
-
-       // set the respawntime in advance (so replaced weapons can copy it)
-
-       if(!self.respawntime)
-       {
-               e = get_weaponinfo(wpn);
-               if(e.items == IT_SUPERWEAPON)
-               {
-                       self.respawntime = g_pickup_respawntime_superweapon;
-                       self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
-               }
-               else
-               {
-                       self.respawntime = g_pickup_respawntime_weapon;
-                       self.respawntimejitter = g_pickup_respawntimejitter_weapon;
-               }
-       }
+       float f;
 
        if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
        {
@@ -1016,7 +1057,25 @@ void weapon_defaultspawnfunc(float wpn)
 
        e = get_weaponinfo(wpn);
 
-       if(e.items && e.items != IT_SUPERWEAPON)
+       if(!self.respawntime)
+       {
+               if(e.weapons & WEPBIT_SUPERWEAPONS)
+               {
+                       self.respawntime = g_pickup_respawntime_superweapon;
+                       self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
+               }
+               else
+               {
+                       self.respawntime = g_pickup_respawntime_weapon;
+                       self.respawntimejitter = g_pickup_respawntimejitter_weapon;
+               }
+       }
+
+       if(e.weapons & WEPBIT_SUPERWEAPONS)
+               if(!self.superweapons_finished)
+                       self.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+       if(e.items)
        {
                for(i = 0, j = 1; i < 24; ++i, j *= 2)
                {
@@ -1028,16 +1087,22 @@ void weapon_defaultspawnfunc(float wpn)
                        }
                }
        }
-       else
-       {
-               self.flags |= FL_NO_WEAPON_STAY;
-       }
+
+       // pickup anyway
+       if(g_pickup_weapons_anyway)
+               self.pickup_anyway = TRUE;
+
+       f = FL_WEAPON;
+
+       // no weapon-stay on superweapons
+       if(e.weapons & WEPBIT_SUPERWEAPONS)
+               f |= FL_NO_WEAPON_STAY;
 
        // weapon stay isn't supported for teamed weapons
        if(self.team)
-               self.flags |= FL_NO_WEAPON_STAY;
+               f |= FL_NO_WEAPON_STAY;
 
-       StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
+       StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
        if (self.modelindex) // don't precache if self was removed
                weapon_action(e.weapon, WR_PRECACHE);
 }
@@ -1248,7 +1313,8 @@ void spawnfunc_item_strength (void) {
                minstagib_items(IT_STRENGTH);
        } else {
                precache_sound("weapons/strength_fire.wav");
-               self.strength_finished = 30;
+               if(!self.strength_finished)
+                       self.strength_finished = autocvar_g_balance_powerup_strength_time;
                StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
        }
 }
@@ -1257,7 +1323,8 @@ void spawnfunc_item_invincible (void) {
        if(g_minstagib) {
                minstagib_items(IT_INVINCIBLE);
        } else {
-               self.invincible_finished = 30;
+               if(!self.invincible_finished)
+                       self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
                StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
        }
 }
@@ -1310,6 +1377,8 @@ void spawnfunc_target_items (void)
                self.strength_finished = autocvar_g_balance_powerup_strength_time;
        if(!self.invincible_finished)
                self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+       if(!self.superweapons_finished)
+               self.superweapons_finished = autocvar_g_balance_superweapons_time;
 
        precache_sound("misc/itempickup.wav");
        precache_sound("misc/megahealth.wav");
@@ -1332,6 +1401,7 @@ void spawnfunc_target_items (void)
                        else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
                        else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
                        else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
+                       else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
                        else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
                        else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
                        else
@@ -1379,6 +1449,7 @@ void spawnfunc_target_items (void)
                self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
                self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
                self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
+               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
                self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
                self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
                if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
@@ -1557,11 +1628,13 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        e.strength_finished = max(0, e.strength_finished - time);
        e.invincible_finished = max(0, e.invincible_finished - time);
+       e.superweapons_finished = max(0, e.superweapons_finished - time);
        
        PREGIVE(e, items);
        PREGIVE(e, weapons);
        PREGIVE(e, strength_finished);
        PREGIVE(e, invincible_finished);
+       PREGIVE(e, superweapons_finished);
        PREGIVE(e, ammo_nails);
        PREGIVE(e, ammo_cells);
        PREGIVE(e, ammo_shells);
@@ -1599,8 +1672,9 @@ float GiveItems(entity e, float beginarg, float endarg)
                                continue;
                        case "ALL":
                                got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
-                               got += GiveValue(e, strength_finished, op, time);
-                               got += GiveValue(e, invincible_finished, op, time);
+                               got += GiveValue(e, strength_finished, op, val);
+                               got += GiveValue(e, invincible_finished, op, val);
+                               got += GiveValue(e, superweapons_finished, op, val);
                                got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
                        case "all":
                                got += GiveBit(e, items, IT_JETPACK, op, val);
@@ -1641,6 +1715,9 @@ float GiveItems(entity e, float beginarg, float endarg)
                        case "invincible":
                                got += GiveValue(e, invincible_finished, op, val);
                                break;
+                       case "superweapons":
+                               got += GiveValue(e, superweapons_finished, op, val);
+                               break;
                        case "cells":
                                got += GiveValue(e, ammo_cells, op, val);
                                break;
@@ -1706,6 +1783,10 @@ float GiveItems(entity e, float beginarg, float endarg)
        POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
        POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
 
+       if(e.superweapons_finished <= 0)
+               if(self.weapons & WEPBIT_SUPERWEAPONS)
+                       e.superweapons_finished = autocvar_g_balance_superweapons_time;
+
        if (g_minstagib)
        {
                e.health = bound(0, e.health, 100);
@@ -1720,6 +1801,10 @@ float GiveItems(entity e, float beginarg, float endarg)
                e.invincible_finished = 0;
        else
                e.invincible_finished += time;
+       if(e.superweapons_finished <= 0)
+               e.superweapons_finished = 0;
+       else
+               e.superweapons_finished += time;
 
        if not(e.weapons & W_WeaponBit(e.switchweapon))
                _switchweapon = TRUE;