Rebalance ammo drops/spawns again. Add random chance for ammo drops to not spawn. Minor adjustment to forced bilinear shader.
381 lines
8.7 KiB
Text
381 lines
8.7 KiB
Text
// Common code for ammo division
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Mixin Class SWWMAmmo
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{
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private Inventory DoDrop( Class<Inventory> type )
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{
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let copy = Inventory(Spawn(type,Owner.Pos,NO_REPLACE));
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if ( !copy ) return null;
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copy.DropTime = 30;
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copy.bSpecial = copy.bSolid = false;
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copy.SetOrigin(Owner.Vec3Offset(0,0,10.),false);
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copy.Angle = Owner.Angle;
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copy.VelFromAngle(5.);
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copy.Vel.Z = 1.;
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copy.Vel += Owner.Vel;
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copy.bNoGravity = false;
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copy.ClearCounters();
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copy.OnDrop(Owner);
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copy.vel += (RotateVector((FRandom[Junk](-1.5,.5),FRandom[Junk](-2.5,2.5)),Owner.angle),FRandom[Junk](2.,5.));
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return copy;
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}
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override bool SpecialDropAction( Actor dropper )
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{
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if ( swwm_enemydrops >= 0 )
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{
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// random chance to not drop
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if ( Random[DropChance](1,100) <= Accuracy ) return true;
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if ( Amount == default.Amount ) return false;
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// subdivide
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Owner = dropper; // needed for positioning to work
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CreateTossable(Amount);
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return true;
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}
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// no ammo drops from enemies
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return true;
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}
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private bool CmpAmmo( Class<Ammo> a, Class<Ammo> b )
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{
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let amta = GetDefaultByType(a).Amount;
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let amtb = GetDefaultByType(b).Amount;
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return (amta < amtb);
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}
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private int partition_ammotypes( Array<Class<Ammo> > a, int l, int h )
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{
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Class<Ammo> pv = a[h];
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int i = (l-1);
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for ( int j=l; j<=(h-1); j++ )
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{
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if ( CmpAmmo(pv,a[j]) )
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{
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i++;
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Class<Ammo> tmp = a[j];
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a[j] = a[i];
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a[i] = tmp;
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}
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}
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Class<Ammo> tmp = a[h];
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a[h] = a[i+1];
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a[i+1] = tmp;
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return i+1;
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}
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private void qsort_ammotypes( Array<Class<Ammo> > a, int l, int h )
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{
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if ( l >= h ) return;
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int p = partition_ammotypes(a,l,h);
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qsort_ammotypes(a,l,p-1);
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qsort_ammotypes(a,p+1,h);
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}
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override inventory CreateTossable( int amt )
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{
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if ( bUndroppable || bUntossable || !Owner || (Amount <= 0) || (amt == 0) )
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return null;
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// cap
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amt = min(amount,amt);
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// enumerate all subclasses
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Array<Class<Ammo> > ammotypes;
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ammotypes.Clear();
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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if ( AllActorClasses[i] is GetParentAmmo() )
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ammotypes.Push((Class<Ammo>)(AllActorClasses[i]));
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}
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// sort from largest to smallest
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qsort_ammotypes(ammotypes,0,ammotypes.Size()-1);
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// perform subdivision
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Inventory last = null;
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while ( amt > 0 )
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{
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for ( int i=0; i<ammotypes.Size(); i++ )
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{
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let def = GetDefaultByType(ammotypes[i]);
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if ( amt >= def.Amount )
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{
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last = DoDrop(ammotypes[i]);
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amt -= def.Amount;
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Amount -= def.Amount;
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break;
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}
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}
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}
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return last;
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}
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override bool HandlePickup( Inventory item )
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{
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// drop excess ammo
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if ( (item is 'Ammo') && (Ammo(item).GetParentAmmo() == GetParentAmmo()) )
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{
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int excess = Amount+item.Amount;
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if ( excess > MaxAmount ) excess -= MaxAmount;
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if ( excess < item.Amount )
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{
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// enumerate all subclasses
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Array<Class<Ammo> > ammotypes;
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ammotypes.Clear();
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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if ( AllActorClasses[i] is GetParentAmmo() )
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ammotypes.Push((Class<Ammo>)(AllActorClasses[i]));
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}
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// sort from largest to smallest
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for ( int i=0; i<ammotypes.Size(); i++ )
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{
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int j = 1;
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while ( j < ammotypes.Size() )
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{
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int k = j;
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while ( (k > 0) && CmpAmmo(ammotypes[k-1],ammotypes[k]) )
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{
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Class<Ammo> tmp = ammotypes[k];
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ammotypes[k] = ammotypes[k-1];
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ammotypes[k-1] = tmp;
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k--;
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}
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j++;
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}
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}
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// drop spares
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Inventory last;
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while ( excess > 0 )
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{
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for ( int i=0; i<ammotypes.Size(); i++ )
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{
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let def = GetDefaultByType(ammotypes[i]);
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if ( excess >= def.Amount )
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{
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double ang = FRandom[Junk](0,360);
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last = DoDrop(ammotypes[i]);
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last.SetOrigin(item.pos,false);
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last.vel.xy = (cos(ang),sin(ang))*FRandom[Junk](2,5);
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excess -= def.Amount;
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break;
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}
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}
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}
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}
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}
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return Super.HandlePickup(item);
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}
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override void DoEffect()
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{
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Super.DoEffect();
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// drop excess ammo
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if ( !sv_infiniteammo && !Owner.FindInventory('PowerInfiniteAmmo') )
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{
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int excess = Amount-MaxAmount;
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if ( excess > 0 ) CreateTossable(excess);
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}
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}
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default
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{
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+INVENTORY.IGNORESKILL;
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Inventory.PickupFlash "SWWMPickupFlash";
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}
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}
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// Common code for individual bullets
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Class MagAmmo : Inventory abstract
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{
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Class<Ammo> ParentAmmo;
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Ammo pamo;
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int ClipSize;
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int countdown;
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Property ParentAmmo : ParentAmmo;
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Property ClipSize : ClipSize;
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default
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{
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+INVENTORY.KEEPDEPLETED;
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Inventory.PickupSound "misc/bullet_pkup";
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Inventory.Amount 1;
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Inventory.PickupFlash "SWWMPickupFlash";
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}
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override bool HandlePickup( Inventory item )
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{
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// see if the mag can be split apart
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if ( (item is 'Ammo') && (ParentAmmo == Ammo(item).GetParentAmmo()) )
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{
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// double-check that parent ammo exists
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if ( !pamo )
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{
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pamo = Ammo(Owner.FindInventory(ParentAmmo));
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if ( !pamo )
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{
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pamo = Ammo(Spawn(ParentAmmo));
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pamo.AttachToOwner(Owner);
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pamo.Amount = 0;
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}
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}
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if ( (pamo.Amount >= pamo.MaxAmount) && (Amount < MaxAmount) )
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{
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// split
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for ( int i=0; i<item.Amount; i++ )
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{
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int bul = ClipSize;
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int maxgiveamt = min(MaxAmount-Amount,bul);
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int dropamt = bul-maxgiveamt;
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if ( dropamt > 0 ) CreateTossable(dropamt);
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Amount = min(MaxAmount,Amount+bul);
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}
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item.bPickupGood = true;
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return true;
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}
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}
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return Super.HandlePickup(item);
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}
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private Inventory DoDrop( Class<Inventory> type )
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{
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let copy = Inventory(Spawn(type,Owner.Pos,NO_REPLACE));
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if ( !copy ) return null;
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copy.DropTime = 30;
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copy.bSpecial = copy.bSolid = false;
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copy.SetOrigin(Owner.Vec3Offset(0,0,10.),false);
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copy.Angle = Owner.Angle;
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copy.VelFromAngle(5.);
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copy.Vel.Z = 1.;
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copy.Vel += Owner.Vel;
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copy.bNoGravity = false;
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copy.ClearCounters();
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copy.OnDrop(Owner);
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copy.vel += (RotateVector((FRandom[Junk](-1.5,.5),FRandom[Junk](-2.5,2.5)),Owner.angle),FRandom[Junk](2.,5.));
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return copy;
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}
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override bool SpecialDropAction( Actor dropper )
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{
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if ( swwm_enemydrops >= 0 )
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{
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// random chance to not drop
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if ( Random[DropChance](1,100) <= Accuracy ) return true;
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if ( Amount == default.Amount ) return false;
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// subdivide
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Owner = dropper; // needed for positioning to work
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CreateTossable(Amount);
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return true;
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}
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// no ammo drops from enemies
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return true;
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}
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override void DoEffect()
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{
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Super.DoEffect();
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// drop excess ammo
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if ( !sv_infiniteammo && !Owner.FindInventory('PowerInfiniteAmmo') )
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{
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int excess = Amount-MaxAmount;
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if ( excess > 0 ) CreateTossable(excess);
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}
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if ( !pamo )
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{
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pamo = Ammo(Owner.FindInventory(ParentAmmo));
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if ( !pamo )
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{
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pamo = Ammo(Spawn(ParentAmmo));
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pamo.AttachToOwner(Owner);
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pamo.Amount = 0;
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}
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}
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// check if we can fill a mag (delayed)
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if ( (Amount < ClipSize) || (pamo.Amount >= pamo.MaxAmount) )
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{
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countdown = 35;
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return;
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}
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if ( countdown-- > 0 ) return;
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MagFill();
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}
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bool MagFill()
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{
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// double-check that parent ammo exists
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if ( !pamo )
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{
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pamo = Ammo(Owner.FindInventory(ParentAmmo));
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if ( !pamo )
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{
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pamo = Ammo(Spawn(ParentAmmo));
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pamo.AttachToOwner(Owner);
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pamo.Amount = 0;
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}
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}
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bool given = false;
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while ( (pamo.Amount < pamo.MaxAmount) && (Amount >= ClipSize) )
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{
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pamo.Amount++;
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Amount -= ClipSize;
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given = true;
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if ( Owner.CheckLocalView() )
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pamo.PrintPickupMessage(true,pamo.PickupMessage());
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}
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if ( given ) pamo.PlayPickupSound(Owner);
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return given;
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}
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override inventory CreateTossable( int amt )
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{
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if ( bUndroppable || bUntossable || !Owner || (Amount <= 0) || (amt == 0) )
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return null;
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// cap
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amt = min(amount,amt);
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// perform subdivision
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Inventory last = null;
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let pammo = GetDefaultByType(ParentAmmo);
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while ( amt > 0 )
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{
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// drop full mag if possible
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if ( amt >= ClipSize )
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{
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last = DoDrop(ParentAmmo);
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amt -= ClipSize;
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Amount -= ClipSize;
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continue;
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}
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// drop individual bullets
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last = DoDrop(GetClass());
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amt--;
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Amount--;
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}
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return last;
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}
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override void ModifyDropAmount( int dropamount )
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{
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Super.ModifyDropAmount(dropamount);
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Amount = min(Random[ShellDrop](1,ClipSize),Amount);
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}
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}
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// Common code for grouped shell handling and per-amount pickup messages
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Mixin Class SWWMShellAmmo
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{
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override string PickupMessage()
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{
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String tagstr = "$T_"..GetParentAmmo().GetClassName();
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tagstr.MakeUpper();
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if ( Amount > 1 )
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{
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tagstr = tagstr.."S";
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return String.Format("%d %s",Amount,StringTable.Localize(tagstr));
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}
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return StringTable.Localize(tagstr);
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}
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override void ModifyDropAmount( int dropamount )
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{
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Super.ModifyDropAmount(dropamount);
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Amount = Random[ShellDrop](1,clamp(dropamount,1,4));
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}
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}
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