X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Ft_items.qc;h=c507581de5d0d53e679feec6dcd2ad93777f0026;hb=89cc5b3274a190460a77cc03083e3fb7c532b19a;hp=f7a8d2aec157a966e0299a89402e2b280af92721;hpb=fd2b1a8ba60990ceca63c494e1fc6094c3b7f6b2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/t_items.qc b/qcsrc/server/t_items.qc index f7a8d2aec..c507581de 100644 --- a/qcsrc/server/t_items.qc +++ b/qcsrc/server/t_items.qc @@ -1,3 +1,40 @@ +float have_pickup_item(void) +{ + // minstagib: only allow filtered items + if(g_minstagib) + if(self.classname != "minstagib") + return FALSE; + + if(self.flags & FL_POWERUP) + { + if(autocvar_g_powerups > 0) + return TRUE; + if(autocvar_g_powerups == 0) + return FALSE; + if(g_lms) + return FALSE; + if(g_ca) + return FALSE; + if(g_arena) + return FALSE; + } + else + { + if(autocvar_g_pickup_items > 0) + return TRUE; + if(autocvar_g_pickup_items == 0) + return FALSE; + if(g_lms) + return FALSE; + if(g_ca) + return FALSE; + if(g_weaponarena) + if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO)) + return FALSE; + } + return TRUE; +} + #define ITEM_RESPAWN_TICKS 10 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter) @@ -94,7 +131,7 @@ void Item_Show (entity e, float mode) e.spawnshieldtime = 1; } - else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3)) + else if((e.flags & FL_WEAPON) && g_weapon_stay) { // make the item translucent and not touchable e.model = e.mdl; @@ -196,6 +233,11 @@ void Item_RespawnCountdown (void) case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break; case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break; } + if(!name) + { + print("Unknown powerup-marked item is wanting to respawn\n"); + localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self))); + } if(name) { WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb); @@ -244,6 +286,53 @@ void Item_ScheduleInitialRespawn(entity e) Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e)); } +float ITEM_MODE_NONE = 0; +float ITEM_MODE_HEALTH = 1; +float ITEM_MODE_ARMOR = 2; +float ITEM_MODE_FUEL = 3; +float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode) +{ + if (!item.ammofield) + return FALSE; + + if (item.spawnshieldtime) + { + if ((player.ammofield < ammomax) || item.pickup_anyway) + { + player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield); + goto YEAH; + } + } + else if(g_weapon_stay == 2) + { + float mi = min(item.ammofield, ammomax); + if (player.ammofield < mi) + { + player.ammofield = mi; + goto YEAH; + } + } + + return FALSE; + +:YEAH + switch(mode) + { + 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 TRUE; +} + float Item_GiveTo(entity item, entity player) { float _switchweapon; @@ -258,92 +347,71 @@ float Item_GiveTo(entity item, entity player) if (g_minstagib) { - if(item.spawnshieldtime) + float prevcells = player.ammo_cells; + + pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL); + pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE); + + if(player.ammo_cells > prevcells) { - if (item.ammo_fuel) - if (player.ammo_fuel < g_pickup_fuel_max) - { - pickedup = TRUE; - player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel); - player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot); - } - if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK)) + _switchweapon = TRUE; + + // play some cool sounds ;) + if (clienttype(player) == CLIENTTYPE_REAL) { - pickedup = TRUE; - player.items |= it; - sprint (player, strcat("You got the ^2", item.netname, "\n")); + if(player.health <= 5) + AnnounceTo(player, "lastsecond"); + else if(player.health < 50) + AnnounceTo(player, "narrowly"); } + // sound not available + // else if(item.items == IT_CELLS) + // AnnounceTo(player, "ammo"); - _switchweapon = TRUE; + if (item.weapons & WEPBIT_MINSTANEX) + W_GiveWeapon (player, WEP_MINSTANEX, item.netname); if (item.ammo_cells) - { - pickedup = TRUE; - // play some cool sounds ;) - if (clienttype(player) == CLIENTTYPE_REAL) - { - if(player.health <= 5) - AnnounceTo(player, "lastsecond"); - else if(player.health < 50) - AnnounceTo(player, "narrowly"); - } - // sound not available - // else if(item.items == IT_CELLS) - // AnnounceTo(player, "ammo"); - - if (item.weapons & WEPBIT_MINSTANEX) - W_GiveWeapon (player, WEP_MINSTANEX, item.netname); - if (item.ammo_cells) - player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop); - player.health = 100; - } + player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop); + player.health = 100; + } - // extralife powerup - if (item.max_health) - { - pickedup = TRUE; - // sound not available - // AnnounceTo(player, "_lives"); - player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives); - sprint(player, "^3You picked up some extra lives\n"); - } + if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK)) + { + pickedup = TRUE; + player.items |= it; + sprint (player, strcat("You got the ^2", item.netname, "\n")); + } - // invis powerup - if (item.strength_finished) - { - pickedup = TRUE; - // sound not available - // AnnounceTo(player, "invisible"); - player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time; - } + // extralife powerup + if (item.max_health) + { + pickedup = TRUE; + // sound not available + // AnnounceTo(player, "_lives"); + player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives); + sprint(player, "^3You picked up some extra lives\n"); + } - // speed powerup - if (item.invincible_finished) - { - pickedup = TRUE; - // sound not available - // AnnounceTo(player, "speed"); - player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time; - } + // invis powerup + if (item.strength_finished) + { + pickedup = TRUE; + // sound not available + // AnnounceTo(player, "invisible"); + player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time; + } + + // speed powerup + if (item.invincible_finished) + { + pickedup = TRUE; + // sound not available + // AnnounceTo(player, "speed"); + player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time; } } else { - if (g_weapon_stay == 1) - if not(item.flags & FL_NO_WEAPON_STAY) - if (item.flags & FL_WEAPON) - { - if(item.classname == "droppedweapon") - { - if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons - goto skip; - } - else - { - if (player.weapons & item.weapons) - goto skip; - } - } - // in case the player has autoswitch enabled do the following: // 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 @@ -354,43 +422,16 @@ float Item_GiveTo(entity item, entity player) if not(player.weapons & W_WeaponBit(player.switchweapon)) _switchweapon = TRUE; - if(item.spawnshieldtime) - { - if (item.ammo_shells) - if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway) - { - pickedup = TRUE; - player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells); - } - if (item.ammo_nails) - if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway) - { - pickedup = TRUE; - player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails); - } - if (item.ammo_rockets) - if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway) - { - pickedup = TRUE; - player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets); - } - if (item.ammo_cells) - if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway) - { - pickedup = TRUE; - player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells); - } - if (item.ammo_fuel) - if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway) - { - pickedup = TRUE; - player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel); - player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot); - } - } + 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, health, item.max_health, ITEM_MODE_HEALTH); + 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)) || (g_pickup_weapons_anyway && g_weapon_stay == 0)) + if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway)) { pickedup = TRUE; for(i = WEP_FIRST; i <= WEP_LAST; ++i) @@ -408,33 +449,15 @@ float Item_GiveTo(entity item, entity player) sprint (player, strcat("You got the ^2", item.netname, "\n")); } - if(item.spawnshieldtime) + if (item.strength_finished) { - if (item.strength_finished) - { - pickedup = TRUE; - player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time; - } - if (item.invincible_finished) - { - pickedup = TRUE; - player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time; - } - - if (item.health) - if ((player.health < item.max_health) || item.pickup_anyway) - { - pickedup = TRUE; - player.health = bound(player.health, item.max_health, player.health + item.health); - player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot); - } - if (item.armorvalue) - if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway) - { - pickedup = TRUE; - player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue); - player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot); - } + pickedup = TRUE; + player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time; + } + if (item.invincible_finished) + { + pickedup = TRUE; + player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time; } } @@ -484,8 +507,6 @@ void Item_Touch (void) remove (self); else if not(self.spawnshieldtime) return; - else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2)) - return; else { if(self.team) @@ -545,6 +566,9 @@ void Item_Reset() self.think = SUB_Null; self.nextthink = 0; + if(self.waypointsprite_attached) + WaypointSprite_Kill(self.waypointsprite_attached); + if(self.flags & FL_POWERUP) // do not spawn powerups initially! Item_ScheduleInitialRespawn(self); } @@ -569,7 +593,7 @@ float weapon_pickupevalfunc(entity player, entity item) if(player.weapons & item.weapons == item.weapons) { // If I can pick it up - if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime) + if(!item.spawnshieldtime) c = 0; else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets) { @@ -679,6 +703,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.items = itemid; self.weapons = weaponid; + self.flags = FL_ITEM | itemflags; // is it a dropped weapon? if (self.classname == "droppedweapon") @@ -707,6 +732,13 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, return; } + if(!have_pickup_item()) + { + startitem_failed = TRUE; + remove (self); + return; + } + self.reset = Item_Reset; // it's a level item if(self.spawnflags & 1) @@ -759,35 +791,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.is_item = TRUE; } - if(g_lms || g_ca) - { - startitem_failed = TRUE; - remove(self); - return; - } - else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO))) - { - startitem_failed = TRUE; - remove(self); - return; - } - else if (g_minstagib) - { - // don't remove dropped items and powerups - if (self.classname != "minstagib") - { - startitem_failed = TRUE; - remove (self); - return; - } - } - else if (!autocvar_g_pickup_items && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH) - { - startitem_failed = TRUE; - remove (self); - return; - } - weaponsInMap |= weaponid; precache_model (itemmodel); @@ -817,7 +820,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.respawntimejitter = defaultrespawntimejitter; } self.netname = itemname; - self.flags = FL_ITEM | itemflags; self.touch = Item_Touch; setmodel (self, self.mdl); // precision set below self.effects |= EF_LOWPRECISION; @@ -861,7 +863,7 @@ void minstagib_items (float itemid) // replace rocket launchers and nex guns with ammo cells if (itemid == IT_CELLS) { - self.ammo_cells = 1; + self.ammo_cells = autocvar_g_minstagib_ammo_drop; StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 45, 0, "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100); @@ -1024,16 +1026,6 @@ void weapon_defaultspawnfunc(float wpn) if(self.team) self.flags |= FL_NO_WEAPON_STAY; - if(g_weapon_stay == 2 && self.classname != "droppedweapon") - { - self.ammo_shells = 0; - self.ammo_nails = 0; - self.ammo_cells = 0; - self.ammo_rockets = 0; - // weapon stay 2: don't use ammo on weapon pickups; instead - // initialize all ammo types to the pickup ammo unless set by g_start_ammo_* - } - StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue); if (self.modelindex) // don't precache if self was removed weapon_action(e.weapon, WR_PRECACHE); @@ -1220,12 +1212,6 @@ void spawnfunc_item_health_large (void) { } void spawnfunc_item_health_mega (void) { - if(!autocvar_g_powerup_superhealth) - return; - - if((g_arena || g_ca) && !autocvar_g_arena_powerups) - return; - if(g_minstagib) { minstagib_items(IT_NAILS); } else { @@ -1247,12 +1233,6 @@ void spawnfunc_item_health25() { spawnfunc_item_health_medium(); } void spawnfunc_item_health100() { spawnfunc_item_health_mega(); } void spawnfunc_item_strength (void) { - if(!autocvar_g_powerup_strength) - return; - - if((g_arena || g_ca) && !autocvar_g_arena_powerups) - return; - if(g_minstagib) { minstagib_items(IT_STRENGTH); } else { @@ -1263,12 +1243,6 @@ void spawnfunc_item_strength (void) { } void spawnfunc_item_invincible (void) { - if(!autocvar_g_powerup_shield) - return; - - if((g_arena || g_ca) && !autocvar_g_arena_powerups) - return; - if(g_minstagib) { minstagib_items(IT_INVINCIBLE); } else {