From: Lyberta <lyberta@lyberta.net>
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.rm.cloudns.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 9055a09a13,3873a45502..e982147f8d
--- 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 99fa078320,ac77917914..1c277fbc40
--- 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);