From: Lyberta Date: Mon, 28 Aug 2017 19:14:49 +0000 (+0300) Subject: Random start weapons: Merged URS2. X-Git-Tag: xonotic-v0.8.5~2459^2~15 X-Git-Url: https://git.xonotic.org/?a=commitdiff_plain;h=65459f5d1671e5ce33cffcf78f6da10b8966c171;p=xonotic%2Fxonotic-data.pk3dir.git Random start weapons: Merged URS2. --- 65459f5d1671e5ce33cffcf78f6da10b8966c171 diff --cc qcsrc/common/t_items.qc index 9055a09a1,3873a4550..e982147f8 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@@ -682,229 -682,6 +682,86 @@@ void Item_ScheduleInitialRespawn(entit Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e))); } - int GetResourceType(.float resource_property) - { - switch (resource_property) - { - case health: { return RESOURCE_HEALTH; } - case armorvalue: { return RESOURCE_ARMOR; } - case ammo_shells: { return RESOURCE_SHELLS; } - case ammo_nails: { return RESOURCE_BULLETS; } - case ammo_rockets: { return RESOURCE_ROCKETS; } - case ammo_cells: { return RESOURCE_CELLS; } - case ammo_plasma: { return RESOURCE_PLASMA; } - case ammo_fuel: { return RESOURCE_FUEL; } - } - error("GetResourceType: Invalid property."); - return 0; - } - - .float GetResourceProperty(int resource_type) - { - switch (resource_type) - { - case RESOURCE_HEALTH: { return health; } - case RESOURCE_ARMOR: { return armorvalue; } - case RESOURCE_SHELLS: { return ammo_shells; } - case RESOURCE_BULLETS: { return ammo_nails; } - case RESOURCE_ROCKETS: { return ammo_rockets; } - case RESOURCE_CELLS: { return ammo_cells; } - case RESOURCE_PLASMA: { return ammo_plasma; } - case RESOURCE_FUEL: { return ammo_fuel; } - } - error("GetResourceProperty: Invalid resource type."); - return health; - } - - float GetResourceLimit(entity e, int resource_type) - { - float limit; - switch (resource_type) - { - case RESOURCE_HEALTH: - { - limit = autocvar_g_balance_health_limit; - break; - } - case RESOURCE_ARMOR: - { - limit = autocvar_g_balance_armor_limit; - break; - } - case RESOURCE_SHELLS: - { - limit = g_pickup_shells_max; - break; - } - case RESOURCE_BULLETS: - { - limit = g_pickup_nails_max; - break; - } - case RESOURCE_ROCKETS: - { - limit = g_pickup_rockets_max; - break; - } - case RESOURCE_CELLS: - { - limit = g_pickup_cells_max; - break; - } - case RESOURCE_PLASMA: - { - limit = g_pickup_plasma_max; - break; - } - case RESOURCE_FUEL: - { - limit = autocvar_g_balance_fuel_limit; - break; - } - default: - { - error("GetResourceLimit: Invalid resource type."); - return 0; - } - } - MUTATOR_CALLHOOK(GetResourceLimit, e, resource_type, limit); - limit = M_ARGV(2, float); - if (limit > RESOURCE_AMOUNT_HARD_LIMIT) - { - limit = RESOURCE_AMOUNT_HARD_LIMIT; - } - return limit; - } - - void GiveResource(entity receiver, int resource_type, float amount) - { - if (amount == 0) - { - return; - } - bool forbid = MUTATOR_CALLHOOK(GiveResource, receiver, resource_type, - amount); - if (forbid) - { - return; - } - resource_type = M_ARGV(1, int); - amount = M_ARGV(2, float); - .float resource_property = GetResourceProperty(resource_type); - float max_amount = GetResourceLimit(receiver, resource_type); - receiver.(resource_property) = bound(receiver.(resource_property), - receiver.(resource_property) + amount, max_amount); - switch (resource_type) - { - case RESOURCE_HEALTH: - { - receiver.pauserothealth_finished = - max(receiver.pauserothealth_finished, time + - autocvar_g_balance_pause_health_rot); - return; - } - case RESOURCE_ARMOR: - { - receiver.pauserotarmor_finished = - max(receiver.pauserotarmor_finished, time + - autocvar_g_balance_pause_armor_rot); - return; - } - case RESOURCE_FUEL: - { - receiver.pauserotfuel_finished = max(receiver.pauserotfuel_finished, - time + autocvar_g_balance_pause_fuel_rot); - return; - } - } - } - - void GiveResourceViaProperty(entity receiver, .float resource_property, - float amount) - { - GiveResource(receiver, GetResourceType(resource_property), amount); - } - +void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, + float shells, float bullets, float rockets, float cells, float plasma) +{ + if (num_weapons == 0) + { + return; + } + int num_potential_weapons = tokenize_console(weapon_names); + for (int i = 0; i < num_weapons; ++i) + { + RandomSelection_Init(); + for (int j = 0; j < num_potential_weapons; ++j) + { + string weapon = argv(j); + 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; + switch (RandomSelection_chosen_ent.ammo_field) + { + case (ammo_shells): + { + if (receiver.ammo_shells != 0) + { + break; + } + GiveResource(receiver, RESOURCE_SHELLS, shells); + break; + } + case (ammo_nails): + { + if (receiver.ammo_nails != 0) + { + break; + } + GiveResource(receiver, RESOURCE_BULLETS, bullets); + break; + } + case (ammo_rockets): + { + if (receiver.ammo_rockets != 0) + { + break; + } + GiveResource(receiver, RESOURCE_ROCKETS, rockets); + break; + } + case (ammo_cells): + { + if (receiver.ammo_cells != 0) + { + break; + } + GiveResource(receiver, RESOURCE_CELLS, cells); + break; + } + case (ammo_plasma): + { + if (receiver.ammo_plasma != 0) + { + break; + } + GiveResource(receiver, RESOURCE_PLASMA, plasma); + break; + } + } + } +} + float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax) { if (!item.(ammotype)) diff --cc qcsrc/common/t_items.qh index 99fa07832,ac7791791..1c277fbc4 --- a/qcsrc/common/t_items.qh +++ b/qcsrc/common/t_items.qh @@@ -100,50 -84,6 +84,19 @@@ void Item_ScheduleRespawn(entity e) void Item_ScheduleInitialRespawn(entity e); - /// \brief Converts resource entity property to resource type. - /// \param[in] resource_property Resource entity property to convert. - /// \return Resource type (a RESOURCE_* constant). - int GetResourceType(.float resource_property); - - /// \brief Converts resource type (a RESOURCE_* constant) to entity property. - /// \param[in] resource_type Type of the resource. - /// \return Entity proprty for that resource. - .float GetResourceProperty(int resource_type); - - /// \brief Returns the maximum amount of the given resource. - /// \param[in] e Entity to check. - /// \param[in] resource_type Type of the resource (a RESOURCE_* constant). - /// \return Maximum amount of the given resource. - float GetResourceLimit(entity e, int resource_type); - - /// \brief Gives player a resource such as health, armor or ammo. - /// \param[in,out] receiver Entity to give resource to. - /// \param[in] resource_type Type of the resource (a RESOURCE_* constant). - /// \param[in] amount Amount of resource to give. - /// \return No return. - void GiveResource(entity receiver, int resource_type, float amount); - - /// \brief Gives player a resource such as health, armor or ammo. - /// \param[in,out] e Entity to give resource to. - /// \param[in] resource_property Entity property of the resource. - /// \param[in] amount Amount of resource to give. - /// \return No return. - void GiveResourceViaProperty(entity receiver, .float resource_property, - float amount); - +/// \brief Give several random weapons and ammo to the entity. +/// \param[in,out] receiver Entity to give weapons to. +/// \param[in] num_weapons Number of weapons to give. +/// \param[in] weapon_names Names of weapons to give separated by spaces. +/// \param[in] shells Amount of shells to give with shell-based weapon. +/// \param[in] bullets Amount of bullets to give with bullet-based weapon. +/// \param[in] rockets Amount of rockets to give with rocket-based weapon. +/// \param[in] cells Amount of cells to give with cell-based weapon. +/// \param[in] plasma Amount of plasma to give with plasma-based weapon. +/// \return No return. +void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, + float shells, float bullets, float rockets, float cells, float plasma); + float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax); float Item_GiveTo(entity item, entity player);