]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
Merge branch 'master' into Mario/strength_stat_field
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / buffs / sv_buffs.qc
index 58663be1ac72aafd49268046138727770b250871..5ec00e1253008e57e4c330e7ccb0ee82d171260e 100644 (file)
@@ -180,9 +180,11 @@ void buff_Touch(entity this, entity toucher)
        {
                if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
                {
+                       // TODO: lost-gained notification for this case
                        int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
-                       //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, STAT(BUFFS, toucher));
-                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
+                       Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
+                       if(!IS_INDEPENDENT_PLAYER(toucher))
+                               Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
 
                        STAT(BUFFS, toucher) = 0;
                        //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
@@ -193,20 +195,25 @@ void buff_Touch(entity this, entity toucher)
        this.owner = toucher;
        this.buff_active = false;
        this.lifetime = 0;
-       int buffid = buff_FirstFromFlags(STAT(BUFFS, this)).m_id;
-       Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid);
-       Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid);
+       entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
+       Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
+       if(!IS_INDEPENDENT_PLAYER(toucher))
+               Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
 
        Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
        sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
        STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
+       STAT(LAST_PICKUP, toucher) = time;
+       float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
+       if(bufftime)
+               STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
 }
 
 float buff_Available(entity buff)
 {
        if (buff == BUFF_Null)
                return false;
-       if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
+       if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
                return false;
        if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
                return false;
@@ -221,7 +228,8 @@ void buff_NewType(entity ent)
        FOREACH(Buffs, buff_Available(it),
        {
                // if it's already been chosen, give it a lower priority
-               RandomSelection_AddEnt(it, max(0.2, 1 / it.buff_seencount), 1);
+               float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
+               RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
        });
        entity newbuff = RandomSelection_chosen_ent;
        newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
@@ -265,7 +273,7 @@ void buff_Think(entity this)
        {
                buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
                this.owner = NULL;
-               if(autocvar_g_buffs_randomize)
+               if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
                        buff_NewType(this);
 
                if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
@@ -309,7 +317,7 @@ void buff_Waypoint_Reset(entity this)
 
 void buff_Reset(entity this)
 {
-       if(autocvar_g_buffs_randomize)
+       if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
                buff_NewType(this);
        this.owner = NULL;
        buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
@@ -339,6 +347,12 @@ bool buff_Customize(entity this, entity client)
        return true;
 }
 
+void buff_Delete(entity this)
+{
+       WaypointSprite_Kill(this.buff_waypoint);
+       delete_fn(this);
+}
+
 void buff_Init(entity this)
 {
        if(!cvar("g_buffs")) { delete(this); return; }
@@ -374,6 +388,7 @@ void buff_Init(entity this)
        buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
        this.buff_active = !this.buff_activetime;
        this.pflags = PFLAGS_FULLDYNAMIC;
+       this.dtor = buff_Delete;
 
        if(this.spawnflags & 1)
                this.noalign = true;
@@ -562,9 +577,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
 {
        entity player = M_ARGV(0, entity);
 
-       STAT(BUFFS, player) = 0;
-       STAT(BUFF_TIME, player) = 0;
-       PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately
+       player.oldbuffs = 0;
        // reset timers here to prevent them continuing after re-spawn
        player.buff_disability_time = 0;
        player.buff_disability_effect_time = 0;
@@ -609,8 +622,10 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
        if(STAT(BUFFS, frag_target))
        {
                int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
-               Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
+               if(!IS_INDEPENDENT_PLAYER(frag_target))
+                       Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
                STAT(BUFFS, frag_target) = 0;
+               STAT(BUFF_TIME, frag_target) = 0;
 
                if(frag_target.buff_model)
                {
@@ -630,11 +645,12 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
        {
                int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
                Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
-               Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
+               if(!IS_INDEPENDENT_PLAYER(player))
+                       Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
 
                STAT(BUFFS, player) = 0;
+               STAT(BUFF_TIME, player) = 0;
                PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
-               //STAT(BUFF_TIME, player) = 0; // already notified
                sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
                return true;
        }
@@ -846,7 +862,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
                                Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
                                sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
                        }
-                       else
+                       else if(!IS_INDEPENDENT_PLAYER(player))
                                Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
                        STAT(BUFFS, player) = 0;
                        PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
@@ -898,12 +914,13 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
        {
                entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
                float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
-               STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
+               if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
+                       STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
 
                BUFF_ONADD(BUFF_AMMO)
                {
-                       player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
-                       player.items |= IT_UNLIMITED_WEAPON_AMMO;
+                       player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
+                       player.items |= IT_UNLIMITED_AMMO;
 
                        if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
                        {
@@ -921,9 +938,9 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
                BUFF_ONREM(BUFF_AMMO)
                {
                        if(player.buff_ammo_prev_infitems)
-                               player.items |= IT_UNLIMITED_WEAPON_AMMO;
+                               player.items |= IT_UNLIMITED_AMMO;
                        else
-                               player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
+                               player.items &= ~IT_UNLIMITED_AMMO;
 
                        if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
                        {
@@ -938,7 +955,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 
                BUFF_ONADD(BUFF_INVISIBLE)
                {
-                       if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
+                       if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
                                player.buff_invisible_prev_alpha = default_player_alpha; // we don't want to save the powerup's alpha, as player may lose the powerup while holding the buff
                        else
                                player.buff_invisible_prev_alpha = player.alpha;
@@ -947,7 +964,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 
                BUFF_ONREM(BUFF_INVISIBLE)
                {
-                       if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
+                       if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
                                player.alpha = autocvar_g_instagib_invis_alpha;
                        else
                                player.alpha = player.buff_invisible_prev_alpha;