]> 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 9338c986c9d6ca3e3cd571c51895697a113e0543..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;
@@ -427,13 +442,13 @@ void buff_Medic_Heal(entity this)
                {
                        continue;
                }
-               float hp = GetResourceAmount(it, RESOURCE_HEALTH);
+               float hp = GetResource(it, RES_HEALTH);
                if(hp >= autocvar_g_balance_health_regenstable)
                {
                        continue;
                }
                Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
-               SetResourceAmount(it, RESOURCE_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
+               SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
        });
 }
 
@@ -464,11 +479,11 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
                frag_damage *= autocvar_g_buffs_speed_damage_take;
 
        if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
-       if((GetResourceAmount(frag_target, RESOURCE_HEALTH) - frag_damage) <= 0)
+       if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
        if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
        if(frag_attacker)
        if(random() <= autocvar_g_buffs_medic_survive_chance)
-               frag_damage = max(5, GetResourceAmount(frag_target, RESOURCE_HEALTH) - autocvar_g_buffs_medic_survive_health);
+               frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
 
        if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
        if(frag_deathtype == DEATH_FALL.m_id)
@@ -494,10 +509,12 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 
        if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
        if(frag_force)
-       if(frag_attacker == frag_target)
-               frag_force *= autocvar_g_buffs_bash_force_self;
-       else
-               frag_force *= autocvar_g_buffs_bash_force;
+       {
+               if(frag_attacker == frag_target)
+                       frag_force *= autocvar_g_buffs_bash_force_self;
+               else
+                       frag_force *= autocvar_g_buffs_bash_force;
+       }
 
        if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
        if(frag_target != frag_attacker)
@@ -542,13 +559,13 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
        if(DIFF_TEAM(frag_attacker, frag_target))
        {
                float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
-                       GetResourceAmount(frag_target, RESOURCE_HEALTH));
-               GiveResourceWithLimit(frag_attacker, RESOURCE_HEALTH, amount, g_pickup_healthsmall_max);
-               if (GetResourceAmount(frag_target, RESOURCE_ARMOR))
+                       GetResource(frag_target, RES_HEALTH));
+               GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
+               if (GetResource(frag_target, RES_ARMOR))
                {
                        amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
-                               GetResourceAmount(frag_target, RESOURCE_ARMOR));
-                       GiveResourceWithLimit(frag_attacker, RESOURCE_ARMOR, amount, g_pickup_armorsmall_max);
+                               GetResource(frag_target, RES_ARMOR));
+                       GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
                }
        }
 
@@ -560,9 +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;
@@ -607,8 +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)
                {
@@ -628,11 +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;
        }
@@ -680,11 +698,21 @@ MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
 
                        closest.velocity = my_vel;
                        closest.angles = my_ang;
+                       if (IS_BOT_CLIENT(closest))
+                       {
+                               closest.v_angle = closest.angles;
+                               bot_aim_reset(closest);
+                       }
                        closest.fixangle = true;
                        closest.oldorigin = my_org;
                        closest.oldvelocity = my_vel;
                        player.velocity = their_vel;
                        player.angles = their_ang;
+                       if (IS_BOT_CLIENT(player))
+                       {
+                               player.v_angle = player.angles;
+                               bot_aim_reset(player);
+                       }
                        player.fixangle = true;
                        player.oldorigin = their_org;
                        player.oldvelocity = their_vel;
@@ -834,7 +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
@@ -886,12 +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)
                        {
@@ -909,9 +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)
                        {
@@ -926,7 +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;
@@ -935,7 +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;