X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=68fa7ef578ee302b29fd3697e22f89b5a2b6d856;hp=e13df065a477b5f0f95a7370c484c5968a444ba4;hb=86c4f57358c37c4165945b1c99840aa447b50000;hpb=3c7ac3f983fcc360961822c570a713ede68453ad diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index e13df065a..68fa7ef57 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -15,7 +15,7 @@ #include "constants.qh" #include #include - #include "triggers/subs.qh" + #include "mapobjects/subs.qh" #include "util.qh" #include @@ -50,13 +50,8 @@ void Item_SetAlpha(entity this) } else { - if (autocvar_cl_ghost_items_color) - { - this.alpha = autocvar_cl_ghost_items; - this.colormod = this.glowmod = autocvar_cl_ghost_items_color; - } - else - this.alpha = -1; + this.alpha = autocvar_cl_ghost_items; + this.colormod = this.glowmod = autocvar_cl_ghost_items_color; } if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP)) @@ -148,8 +143,17 @@ void Item_PreDraw(entity this) void ItemRemove(entity this) { - if(this.mdl) - strunzone(this.mdl); + strfree(this.mdl); +} + +HashMap ENT_CLIENT_ITEM_simple; +STATIC_INIT(ENT_CLIENT_ITEM_simple) +{ + HM_NEW(ENT_CLIENT_ITEM_simple); +} +SHUTDOWN(ENT_CLIENT_ITEM_simple) +{ + HM_DELETE(ENT_CLIENT_ITEM_simple); } NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) @@ -158,9 +162,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) if(sf & ISF_LOCATION) { - this.origin_x = ReadCoord(); - this.origin_y = ReadCoord(); - this.origin_z = ReadCoord(); + this.origin = ReadVector(); setorigin(this, this.origin); this.oldorigin = this.origin; } @@ -213,10 +215,8 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade) setpredraw(this, Item_PreDraw); - if(this.mdl) - strunzone(this.mdl); + strfree(this.mdl); - this.mdl = ""; string _fn = ReadString(); this.item_simple = false; // reset it! @@ -225,27 +225,37 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) string _fn2 = substring(_fn, 0 , strlen(_fn) -4); this.item_simple = true; - 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.item_simple = false; - LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it"); - } + #define extensions(x) \ + x(md3) \ + x(dpm) \ + x(iqm) \ + x(mdl) \ + /**/ + #define tryext(ext) { \ + string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \ + string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \ + if (cached == "") { \ + HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \ + } \ + if (cached != "0") { \ + strcpy(this.mdl, s); \ + break; \ + } \ + } + do { + extensions(tryext); + this.item_simple = false; + LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn); + } while (0); + #undef tryext + #undef extensions } if(!this.item_simple) - this.mdl = strzone(_fn); - + strcpy(this.mdl, _fn); if(this.mdl == "") - LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!"); + LOG_WARNF("this.mdl is unset for item %s", this.classname); precache_model(this.mdl); _setmodel(this, this.mdl); @@ -267,9 +277,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) this.pushable = true; //this.angles = '0 0 0'; set_movetype(this, MOVETYPE_TOSS); - this.velocity_x = ReadCoord(); - this.velocity_y = ReadCoord(); - this.velocity_z = ReadCoord(); + this.velocity = ReadVector(); setorigin(this, this.oldorigin); if(!this.move_time) @@ -311,9 +319,7 @@ bool ItemSend(entity this, entity to, int sf) //WriteByte(MSG_ENTITY, this.cnt); if(sf & ISF_LOCATION) { - WriteCoord(MSG_ENTITY, this.origin.x); - WriteCoord(MSG_ENTITY, this.origin.y); - WriteCoord(MSG_ENTITY, this.origin.z); + WriteVector(MSG_ENTITY, this.origin); } if(sf & ISF_ANGLES) @@ -356,9 +362,7 @@ bool ItemSend(entity this, entity to, int sf) if(sf & ISF_DROP) { - WriteCoord(MSG_ENTITY, this.velocity.x); - WriteCoord(MSG_ENTITY, this.velocity.y); - WriteCoord(MSG_ENTITY, this.velocity.z); + WriteVector(MSG_ENTITY, this.velocity); } return true; @@ -392,39 +396,12 @@ bool have_pickup_item(entity this) if(autocvar_g_pickup_items == 0) return false; if(g_weaponarena) - if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena + if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena return false; } return true; } -/* -float Item_Customize() -{ - if(this.spawnshieldtime) - return true; - if(this.weapons & ~other.weapons) - { - this.colormod = '0 0 0'; - this.glowmod = this.colormod; - this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha - return true; - } - else - { - if(g_ghost_items) - { - this.colormod = stov(autocvar_g_ghost_items_color); - this.glowmod = this.colormod; - this.alpha = g_ghost_items; - return true; - } - else - return false; - } -} -*/ - void Item_Show (entity e, float mode) { e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); @@ -448,7 +425,7 @@ void Item_Show (entity e, float mode) } else { - bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons + bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons || e.team // weapon stay isn't supported for teamed weapons ; if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay) @@ -508,7 +485,7 @@ void Item_Respawn (entity this) sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound setorigin(this, this.origin); - if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS)) + if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) { float t = Item_ItemsTime_UpdateTime(this, 0); Item_ItemsTime_SetTime(this, t); @@ -593,13 +570,13 @@ void Item_RespawnThink(entity this) void Item_ScheduleRespawnIn(entity e, float t) { // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally - if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0) + if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0) { setthink(e, Item_RespawnCountdown); e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS); e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS; e.item_respawncounter = 0; - if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS)) + if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) { t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); Item_ItemsTime_SetTime(e, t); @@ -613,7 +590,7 @@ void Item_ScheduleRespawnIn(entity e, float t) e.scheduledrespawntime = time + t; e.wait = time + t; - if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS)) + if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) { t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); Item_ItemsTime_SetTime(e, t); @@ -626,6 +603,7 @@ AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn 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"); +/// Adjust respawn time according to the number of players. float adjust_respawntime(float normal_respawntime) { float r = autocvar_g_pickup_respawntime_scaling_reciprocal; float o = autocvar_g_pickup_respawntime_scaling_offset; @@ -660,17 +638,49 @@ void Item_ScheduleRespawn(entity e) //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); + float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter; + Item_ScheduleRespawnIn(e, respawn_in); } else // if respawntime is -1, this item does not respawn Item_Show(e, -1); } +AUTOCVAR(g_pickup_respawntime_initial_random, int, 1, + "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random"); + void Item_ScheduleInitialRespawn(entity e) { Item_Show(e, 0); - Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e))); + + float spawn_in; + if (autocvar_g_pickup_respawntime_initial_random == 0) + { + // range: respawntime .. respawntime + respawntimejitter + spawn_in = e.respawntime + random() * e.respawntimejitter; + } + else + { + float rnd; + if (autocvar_g_pickup_respawntime_initial_random == 1) + { + static float shared_random = 0; + // NOTE this code works only if items are scheduled at the same time (normal case) + // NOTE2 random() can't return exactly 1 so this check always work as intended + if (!shared_random || floor(time) > shared_random) + shared_random = floor(time) + random(); + rnd = shared_random - floor(time); + } + else + rnd = random(); + + // range: + // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter + // else: 0 .. ITEM_RESPAWN_TICKS + // this is to prevent powerups spawning unexpectedly without waypoints + spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS); + } + + Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in)); } void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, @@ -691,7 +701,7 @@ void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, FOREACH(Weapons, it != WEP_Null, { // Finding a weapon which player doesn't have. - if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon)) + if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon)) { RandomSelection_AddEnt(it, 1, 1); break; @@ -702,7 +712,7 @@ void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, { return; } - receiver.weapons |= RandomSelection_chosen_ent.m_wepset; + STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset; if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE) { continue; @@ -764,7 +774,7 @@ float Item_GiveTo(entity item, entity player) if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity)) _switchweapon |= BIT(slot); - if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) + if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) _switchweapon |= BIT(slot); } } @@ -780,8 +790,8 @@ float Item_GiveTo(entity item, entity player) if (item.itemdef.instanceOfWeaponPickup) { WepSet w; - w = item.weapons; - w &= ~player.weapons; + w = STAT(WEAPONS, item); + w &= ~STAT(WEAPONS, player); if (w || (item.spawnshieldtime && item.pickup_anyway > 0)) { @@ -814,7 +824,8 @@ float Item_GiveTo(entity item, entity player) { pickedup = true; player.items |= its; - Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname); + // TODO: we probably want to show a message in the console, but not this one! + //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname); } if (item.strength_finished) @@ -915,7 +926,7 @@ void Item_Touch(entity this, entity toucher) LABEL(pickup) - toucher.last_pickup = time; + STAT(LAST_PICKUP, toucher) = time; Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); _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); @@ -971,7 +982,7 @@ void Item_Reset(entity this) { WaypointSprite_Kill(this.waypointsprite_attached); } - if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! + if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! { Item_ScheduleInitialRespawn(this); } @@ -1030,7 +1041,7 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup float weapon_pickupevalfunc(entity player, entity item) { // See if I have it already - if(player.weapons & item.weapons) + if(STAT(WEAPONS, player) & STAT(WEAPONS, item)) { // If I can pick it up if(!item.spawnshieldtime) @@ -1041,7 +1052,7 @@ float weapon_pickupevalfunc(entity player, entity item) // reduce weapon value if bot already got a good arsenal float c = 1; int weapons_value = 0; - FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), { + FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), { weapons_value += it.bot_pickupbasevalue; }); c -= bound(0, weapons_value / 20000, 1) * 0.5; @@ -1060,12 +1071,12 @@ float ammo_pickupevalfunc(entity player, entity item) if(item.itemdef.instanceOfWeaponPickup) { entity ammo = NULL; - if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; } - else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; } - else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; } - else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; } - else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; } - else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; } + if(GetResourceAmount(item, RESOURCE_SHELLS)) { need_shells = true; ammo = ITEM_Shells; } + else if(GetResourceAmount(item, RESOURCE_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; } + else if(GetResourceAmount(item, RESOURCE_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; } + else if(GetResourceAmount(item, RESOURCE_CELLS)) { need_cells = true; ammo = ITEM_Cells; } + else if(GetResourceAmount(item, RESOURCE_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; } + else if(GetResourceAmount(item, RESOURCE_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; } if(!ammo) return 0; @@ -1075,7 +1086,7 @@ float ammo_pickupevalfunc(entity player, entity item) else { FOREACH(Weapons, it != WEP_Null, { - if(!(player.weapons & (it.m_wepset))) + if(!(STAT(WEAPONS, player) & (it.m_wepset))) continue; switch(it.ammo_type) @@ -1093,23 +1104,23 @@ float ammo_pickupevalfunc(entity player, entity item) float noammorating = 0.5; - if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max)) - c = item.ammo_shells / max(noammorating, player.ammo_shells); + if ((need_shells) && GetResourceAmount(item, RESOURCE_SHELLS) && (GetResourceAmount(player, RESOURCE_SHELLS) < g_pickup_shells_max)) + c = GetResourceAmount(item, RESOURCE_SHELLS) / max(noammorating, GetResourceAmount(player, RESOURCE_SHELLS)); - if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max)) - c = item.ammo_nails / max(noammorating, player.ammo_nails); + if ((need_nails) && GetResourceAmount(item, RESOURCE_BULLETS) && (GetResourceAmount(player, RESOURCE_BULLETS) < g_pickup_nails_max)) + c = GetResourceAmount(item, RESOURCE_BULLETS) / max(noammorating, GetResourceAmount(player, RESOURCE_BULLETS)); - if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max)) - c = item.ammo_rockets / max(noammorating, player.ammo_rockets); + if ((need_rockets) && GetResourceAmount(item, RESOURCE_ROCKETS) && (GetResourceAmount(player, RESOURCE_ROCKETS) < g_pickup_rockets_max)) + c = GetResourceAmount(item, RESOURCE_ROCKETS) / max(noammorating, GetResourceAmount(player, RESOURCE_ROCKETS)); - if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max)) - c = item.ammo_cells / max(noammorating, player.ammo_cells); + if ((need_cells) && GetResourceAmount(item, RESOURCE_CELLS) && (GetResourceAmount(player, RESOURCE_CELLS) < g_pickup_cells_max)) + c = GetResourceAmount(item, RESOURCE_CELLS) / max(noammorating, GetResourceAmount(player, RESOURCE_CELLS)); - if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max)) - c = item.ammo_plasma / max(noammorating, player.ammo_plasma); + if ((need_plasma) && GetResourceAmount(item, RESOURCE_PLASMA) && (GetResourceAmount(player, RESOURCE_PLASMA) < g_pickup_plasma_max)) + c = GetResourceAmount(item, RESOURCE_PLASMA) / max(noammorating, GetResourceAmount(player, RESOURCE_PLASMA)); - if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max)) - c = item.ammo_fuel / max(noammorating, player.ammo_fuel); + if ((need_fuel) && GetResourceAmount(item, RESOURCE_FUEL) && (GetResourceAmount(player, RESOURCE_FUEL) < g_pickup_fuel_max)) + c = GetResourceAmount(item, RESOURCE_FUEL) / max(noammorating, GetResourceAmount(player, RESOURCE_FUEL)); rating *= min(c, 2); if(wpn) @@ -1122,8 +1133,8 @@ float healtharmor_pickupevalfunc(entity player, entity item) float c = 0; float rating = item.bot_pickupbasevalue; - float itemarmor = item.armorvalue; - float itemhealth = item.health; + float itemarmor = GetResourceAmount(item, RESOURCE_ARMOR); + float itemhealth = GetResourceAmount(item, RESOURCE_HEALTH); if(item.item_group) { @@ -1131,17 +1142,17 @@ float healtharmor_pickupevalfunc(entity player, entity item) itemhealth *= min(4, item.item_group_count); } - if (itemarmor && (player.armorvalue < item.max_armorvalue)) - c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3); + if (itemarmor && (GetResourceAmount(player, RESOURCE_ARMOR) < item.max_armorvalue)) + c = itemarmor / max(1, GetResourceAmount(player, RESOURCE_ARMOR) * 2/3 + GetResourceAmount(player, RESOURCE_HEALTH) * 1/3); - if (itemhealth && (player.health < item.max_health)) - c = itemhealth / max(1, player.health); + if (itemhealth && (GetResourceAmount(player, RESOURCE_HEALTH) < item.max_health)) + c = itemhealth / max(1, GetResourceAmount(player, RESOURCE_HEALTH)); rating *= min(2, c); return rating; } -void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(ITEM_DAMAGE_NEEDKILL(deathtype)) RemoveItem(this); @@ -1168,7 +1179,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default this.item_pickupsound_ent = pickupsound; if(def.m_iteminit) - def.m_iteminit(this); + def.m_iteminit(def, this); if(!this.respawntime) // both need to be set { @@ -1191,7 +1202,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default } if(weaponid) - this.weapons = WepSet_FromWeapon(Weapons_from(weaponid)); + STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid)); this.flags = FL_ITEM | itemflags; IL_PUSH(g_items, this); @@ -1324,7 +1335,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if(def.instanceOfPowerup) this.ItemStatus |= ITS_ANIMATE1; - if(this.armorvalue || this.health) + if(GetResourceAmount(this, RESOURCE_ARMOR) || GetResourceAmount(this, RESOURCE_HEALTH)) this.ItemStatus |= ITS_ANIMATE2; } @@ -1492,7 +1503,7 @@ spawnfunc(target_items) s = Buff_UndeprecateName(argv(j)); if(s == it.m_name) { - this.buffs |= (it.m_itemid); + STAT(BUFFS, this) |= (it.m_itemid); break; } }); @@ -1500,7 +1511,7 @@ spawnfunc(target_items) s = W_UndeprecateName(argv(j)); if(s == it.netname) { - this.weapons |= (it.m_wepset); + STAT(WEAPONS, this) |= (it.m_wepset); if(this.spawnflags == 0 || this.spawnflags == 2) it.wr_init(it); break; @@ -1544,16 +1555,16 @@ spawnfunc(target_items) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons"); this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack"); this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen"); - if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells"); - if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails"); - if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets"); - if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells"); - if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma"); - if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel"); - if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health"); - if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor"); - FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name)); - FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname)); + if(GetResourceAmount(this, RESOURCE_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_SHELLS)), "shells"); + if(GetResourceAmount(this, RESOURCE_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_BULLETS)), "nails"); + if(GetResourceAmount(this, RESOURCE_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_ROCKETS)), "rockets"); + if(GetResourceAmount(this, RESOURCE_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_CELLS)), "cells"); + if(GetResourceAmount(this, RESOURCE_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_PLASMA)), "plasma"); + if(GetResourceAmount(this, RESOURCE_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_FUEL)), "fuel"); + if(GetResourceAmount(this, RESOURCE_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_HEALTH)), "health"); + if(GetResourceAmount(this, RESOURCE_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_ARMOR)), "armor"); + FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name)); + FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname)); } this.netname = strzone(this.netname); //print(this.netname, "\n"); @@ -1572,59 +1583,59 @@ float GiveWeapon(entity e, float wpn, float op, float val) { WepSet v0, v1; WepSet s = WepSet_FromWeapon(Weapons_from(wpn)); - v0 = (e.weapons & s); + v0 = (STAT(WEAPONS, e) & s); switch(op) { case OP_SET: if(val > 0) - e.weapons |= s; + STAT(WEAPONS, e) |= s; else - e.weapons &= ~s; + STAT(WEAPONS, e) &= ~s; break; case OP_MIN: case OP_PLUS: if(val > 0) - e.weapons |= s; + STAT(WEAPONS, e) |= s; break; case OP_MAX: if(val <= 0) - e.weapons &= ~s; + STAT(WEAPONS, e) &= ~s; break; case OP_MINUS: if(val > 0) - e.weapons &= ~s; + STAT(WEAPONS, e) &= ~s; break; } - v1 = (e.weapons & s); + v1 = (STAT(WEAPONS, e) & s); return (v0 != v1); } bool GiveBuff(entity e, Buff thebuff, int op, int val) { - bool had_buff = (e.buffs & thebuff.m_itemid); + bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid); switch(op) { case OP_SET: if(val > 0) - e.buffs |= thebuff.m_itemid; + STAT(BUFFS, e) |= thebuff.m_itemid; else - e.buffs &= ~thebuff.m_itemid; + STAT(BUFFS, e) &= ~thebuff.m_itemid; break; case OP_MIN: case OP_PLUS: if(val > 0) - e.buffs |= thebuff.m_itemid; + STAT(BUFFS, e) |= thebuff.m_itemid; break; case OP_MAX: if(val <= 0) - e.buffs &= ~thebuff.m_itemid; + STAT(BUFFS, e) &= ~thebuff.m_itemid; break; case OP_MINUS: if(val > 0) - e.buffs &= ~thebuff.m_itemid; + STAT(BUFFS, e) &= ~thebuff.m_itemid; break; } - bool have_buff = (e.buffs & thebuff.m_itemid); + bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid); return (had_buff != have_buff); } @@ -1651,6 +1662,31 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa else if(v0 > v1) e.(regenfield) = max(e.(regenfield), time + regentime); } +bool GiveResourceValue(entity e, int resource_type, int op, int val) +{ + int v0 = GetResourceAmount(e, resource_type); + switch (op) + { + case OP_SET: + SetResourceAmount(e, resource_type, val); + break; + case OP_MIN: + SetResourceAmount(e, resource_type, max(v0, val)); // min 100 cells = at least 100 cells + break; + case OP_MAX: + SetResourceAmount(e, resource_type, min(v0, val)); + break; + case OP_PLUS: + SetResourceAmount(e, resource_type, v0 + val); + break; + case OP_MINUS: + SetResourceAmount(e, resource_type, v0 - val); + break; + } + int v1 = GetResourceAmount(e, resource_type); + return v0 != v1; +} + float GiveItems(entity e, float beginarg, float endarg) { float got, i, val, op; @@ -1683,14 +1719,14 @@ float GiveItems(entity e, float beginarg, float endarg) PREGIVE(e, strength_finished); PREGIVE(e, invincible_finished); PREGIVE(e, superweapons_finished); - PREGIVE(e, ammo_nails); - PREGIVE(e, ammo_cells); - PREGIVE(e, ammo_plasma); - PREGIVE(e, ammo_shells); - PREGIVE(e, ammo_rockets); - PREGIVE(e, ammo_fuel); - PREGIVE(e, armorvalue); - PREGIVE(e, health); + PREGIVE_RESOURCE(e, RESOURCE_BULLETS); + PREGIVE_RESOURCE(e, RESOURCE_CELLS); + PREGIVE_RESOURCE(e, RESOURCE_PLASMA); + PREGIVE_RESOURCE(e, RESOURCE_SHELLS); + PREGIVE_RESOURCE(e, RESOURCE_ROCKETS); + PREGIVE_RESOURCE(e, RESOURCE_FUEL); + PREGIVE_RESOURCE(e, RESOURCE_ARMOR); + PREGIVE_RESOURCE(e, RESOURCE_HEALTH); for(i = beginarg; i < endarg; ++i) { @@ -1727,19 +1763,19 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); case "all": got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); - got += GiveValue(e, health, op, val); - got += GiveValue(e, armorvalue, op, val); + got += GiveResourceValue(e, RESOURCE_HEALTH, op, val); + got += GiveResourceValue(e, RESOURCE_ARMOR, op, val); case "allweapons": FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val)); //case "allbuffs": // all buffs makes a player god, do not want! //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val)); case "allammo": - got += GiveValue(e, ammo_cells, op, val); - got += GiveValue(e, ammo_plasma, op, val); - got += GiveValue(e, ammo_shells, op, val); - got += GiveValue(e, ammo_nails, op, val); - got += GiveValue(e, ammo_rockets, op, val); - got += GiveValue(e, ammo_fuel, op, val); + got += GiveResourceValue(e, RESOURCE_CELLS, op, val); + got += GiveResourceValue(e, RESOURCE_PLASMA, op, val); + got += GiveResourceValue(e, RESOURCE_SHELLS, op, val); + got += GiveResourceValue(e, RESOURCE_BULLETS, op, val); + got += GiveResourceValue(e, RESOURCE_ROCKETS, op, val); + got += GiveResourceValue(e, RESOURCE_FUEL, op, val); break; case "unlimited_ammo": got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); @@ -1766,29 +1802,29 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveValue(e, superweapons_finished, op, val); break; case "cells": - got += GiveValue(e, ammo_cells, op, val); + got += GiveResourceValue(e, RESOURCE_CELLS, op, val); break; case "plasma": - got += GiveValue(e, ammo_plasma, op, val); + got += GiveResourceValue(e, RESOURCE_PLASMA, op, val); break; case "shells": - got += GiveValue(e, ammo_shells, op, val); + got += GiveResourceValue(e, RESOURCE_SHELLS, op, val); break; case "nails": case "bullets": - got += GiveValue(e, ammo_nails, op, val); + got += GiveResourceValue(e, RESOURCE_BULLETS, op, val); break; case "rockets": - got += GiveValue(e, ammo_rockets, op, val); + got += GiveResourceValue(e, RESOURCE_ROCKETS, op, val); break; case "health": - got += GiveValue(e, health, op, val); + got += GiveResourceValue(e, RESOURCE_HEALTH, op, val); break; case "armor": - got += GiveValue(e, armorvalue, op, val); + got += GiveResourceValue(e, RESOURCE_ARMOR, op, val); break; case "fuel": - got += GiveValue(e, ammo_fuel, op, val); + got += GiveResourceValue(e, RESOURCE_FUEL, op, val); break; default: FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name, @@ -1813,23 +1849,23 @@ float GiveItems(entity e, float beginarg, float endarg) FOREACH(Weapons, it != WEP_Null, { POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null); if(!(save_weapons & (it.m_wepset))) - if(e.weapons & (it.m_wepset)) + if(STAT(WEAPONS, e) & (it.m_wepset)) it.wr_init(it); }); POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF); POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF); //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null); - POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null); - POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null); - POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null); + POSTGIVE_RESOURCE(e, RESOURCE_BULLETS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RESOURCE_CELLS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RESOURCE_PLASMA, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RESOURCE_SHELLS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RESOURCE_ROCKETS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE_ROT(e, RESOURCE_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE_ROT(e, RESOURCE_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null); + POSTGIVE_RESOURCE_ROT(e, RESOURCE_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null); if(e.superweapons_finished <= 0) - if(e.weapons & WEPSET_SUPERWEAPONS) + if(STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) e.superweapons_finished = autocvar_g_balance_superweapons_time; if(e.strength_finished <= 0) @@ -1849,7 +1885,7 @@ float GiveItems(entity e, float beginarg, float endarg) { .entity weaponentity = weaponentities[slot]; if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) - if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) + if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) _switchweapon |= BIT(slot); }