DEADSOFTWARE

game: turn off debug log for randomization
[d2df-sdl.git] / src / game / g_items.pas
index a69ceaaf811bd9f84f5b07ec41b0e6e2fcf11537..4337fffe3a2760fafd0d50a6778793ca4e61025c 100644 (file)
@@ -546,13 +546,14 @@ var
   i, j, k: Integer;
   ID: DWord;
   Anim: TAnimation;
-  m, ItemRespawnTime: Word;
+  m, ItemRespawnTime, RulezRespawnTime: Word;
   r, nxt: Boolean;
 begin
   if (ggItems = nil) then exit;
 
   // respawn items in 15 seconds regardless of settings during warmup
   ItemRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15);
+  RulezRespawnTime :=  IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.RulezRespawnTime, 15);
 
   for i := 0 to High(ggItems) do
   begin
@@ -739,11 +740,85 @@ begin
     ggItems[ID].Obj.oldX := ggItems[ID].Obj.X;
     ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y;
     ggItems[ID].alive := false;
+
+    // Items respawn timer
     ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36;
+
+    // Rulez respawn timer
+    if ggItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
+                         ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK, ITEM_SUIT] then
+    begin
+      ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.RulezRespawnTime, 15) * 36;
+    end;
+
+    // #### Random powerup respawn ####
+    if LongBool(gGameSettings.Options and GAME_OPTION_RULEZRANDOM) then
+    begin
+      if ggItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
+                           ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK, ITEM_SUIT] then
+      begin
+        ggItems[ID].RespawnTime := Max(1, (gGameSettings.RulezRespawnTime + RandomRange(-gGameSettings.RulezRespawnRandom, gGameSettings.RulezRespawnRandom + 1)) * 36);
+        //e_logwritefln ('Randomized rulez time: %s', [ggItems[ID].RespawnTime]);
+      end;
+    end;
+
+    // #### Random item respawn ####
+    // Randomize respawn for all items (excluding rulez)
+    if LongBool(gGameSettings.Options and GAME_OPTION_ITEMALLRANDOM) then
+    begin
+      if ggItems[ID].ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_ARMOR_GREEN,
+                                  ITEM_ARMOR_BLUE, ITEM_BOTTLE, ITEM_HELMET, ITEM_OXYGEN,
+                                  ITEM_AMMO_BULLETS, ITEM_AMMO_BULLETS_BOX, ITEM_AMMO_SHELLS,
+                                  ITEM_AMMO_SHELLS_BOX, ITEM_AMMO_ROCKET, ITEM_AMMO_ROCKET_BOX,
+                                  ITEM_AMMO_CELL, ITEM_AMMO_CELL_BIG, ITEM_AMMO_FUELCAN,
+                                  ITEM_AMMO_BACKPACK, ITEM_WEAPON_SAW, ITEM_WEAPON_SHOTGUN1,
+                                  ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER,
+                                  ITEM_WEAPON_PLASMA, ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET,
+                                  ITEM_WEAPON_FLAMETHROWER] then
+      begin
+        ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36);
+        //e_logwritefln ('Randomized item time: %s', [ggItems[ID].RespawnTime]);
+      end;
+    end;
+
+    // Randomize respawn for heal/armor
+    if LongBool(gGameSettings.Options and GAME_OPTION_ITEMHELPRANDOM) then
+    begin
+      if ggItems[ID].ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_ARMOR_GREEN,
+                                  ITEM_ARMOR_BLUE, ITEM_BOTTLE, ITEM_HELMET, ITEM_OXYGEN,
+                                  ITEM_AMMO_BACKPACK] then
+      begin
+        ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36);
+        //e_logwritefln ('Randomized help item time: %s', [ggItems[ID].RespawnTime]);
+      end;
+    end;
+
+    // Randomize respawn for ammo
+    if LongBool(gGameSettings.Options and GAME_OPTION_ITEMAMMORANDOM) then
+    begin
+      if ggItems[ID].ItemType in [ITEM_AMMO_BULLETS, ITEM_AMMO_BULLETS_BOX, ITEM_AMMO_SHELLS,
+                                  ITEM_AMMO_SHELLS_BOX, ITEM_AMMO_ROCKET, ITEM_AMMO_ROCKET_BOX,
+                                  ITEM_AMMO_CELL, ITEM_AMMO_CELL_BIG, ITEM_AMMO_FUELCAN] then
+      begin
+        ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36);
+        //e_logwritefln ('Randomized ammo time: %s', [ggItems[ID].RespawnTime]);
+      end;
+    end;
+
+    // Randomize respawn for weapons
+    if LongBool(gGameSettings.Options and GAME_OPTION_ITEMWEAPONRANDOM) then
+    begin
+      if ggItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
+                                  ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
+                                  ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then
+      begin
+        ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36);
+        //e_logwritefln ('Randomized weapons time: %s', [ggItems[ID].RespawnTime]);
+      end;
+    end;
   end;
 end;
 
-
 procedure g_Items_Remove (ID: DWORD);
 var
   it: PItem;