]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/items/items.qc
Merge branch 'master' into Mario/status_effects_extended
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / items / items.qc
index a87214072efa20179b5cf24b5750370ecba826e8..610c864b121e30b52e449e99a4eb3ab4a1c90505 100644 (file)
@@ -9,6 +9,7 @@
 #include <common/monsters/_mod.qh>
 #include <common/mutators/mutator/buffs/buffs.qh>
 #include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/powerups/_mod.qh>
 #include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/notifications/all.qh>
 #include <common/util.qh>
@@ -557,6 +558,16 @@ bool Item_GiveTo(entity item, entity player)
                pickedup = true;
                StatusEffects_apply(STATUSEFFECT_Shield, player, max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time) + item.invincible_finished, 0);
        }
+       if (item.speed_finished)
+       {
+               pickedup = true;
+               StatusEffects_apply(STATUSEFFECT_Speed, player, max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time) + item.speed_finished, 0);
+       }
+       if (item.invisibility_finished)
+       {
+               pickedup = true;
+               StatusEffects_apply(STATUSEFFECT_Invisibility, player, max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time) + item.invisibility_finished, 0);
+       }
        if (item.superweapons_finished)
        {
                pickedup = true;
@@ -628,6 +639,8 @@ void Item_Touch(entity this, entity toucher)
        {
                this.strength_finished = max(0, this.strength_finished - time);
                this.invincible_finished = max(0, this.invincible_finished - time);
+               this.speed_finished = max(0, this.speed_finished - time);
+               this.invisibility_finished = max(0, this.invisibility_finished - time);
                this.superweapons_finished = max(0, this.superweapons_finished - time);
        }
        bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
@@ -638,6 +651,8 @@ void Item_Touch(entity this, entity toucher)
                        // undo what we did above
                        this.strength_finished += time;
                        this.invincible_finished += time;
+                       this.speed_finished += time;
+                       this.invisibility_finished += time;
                        this.superweapons_finished += time;
                }
                return;
@@ -1203,6 +1218,10 @@ spawnfunc(target_items)
                this.strength_finished = autocvar_g_balance_powerup_strength_time;
        if(!this.invincible_finished)
                this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+       if(!this.speed_finished)
+               this.speed_finished = autocvar_g_balance_powerup_speed_time;
+       if(!this.invisibility_finished)
+               this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
        if(!this.superweapons_finished)
                this.superweapons_finished = autocvar_g_balance_superweapons_time;
 
@@ -1222,6 +1241,8 @@ spawnfunc(target_items)
                        else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
                        else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
                        else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
+                       else if(argv(j) == "speed")                  this.items |= ITEM_Speed.m_itemid;
+                       else if(argv(j) == "invisibility")           this.items |= ITEM_Invisibility.m_itemid;
                        else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
                        else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
                        else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
@@ -1283,6 +1304,8 @@ spawnfunc(target_items)
                str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
                str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
                str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
+               str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
+               str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
                str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
                str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
                str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
@@ -1365,7 +1388,8 @@ bool GiveBuff(entity e, Buff thebuff, int op, int val)
        }
        if(new_buff_time <= 0)
        {
-               StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_TIMEOUT);
+               if(had_buff) // only trigger removal mechanics if there is an effect to remove!
+                       StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
        }
        else
        {
@@ -1439,7 +1463,10 @@ bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
                        break;
        }
        if(new_eff_time <= 0)
-               StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_TIMEOUT);
+       {
+               if(had_eff) // only trigger removal mechanics if there is an effect to remove!
+                       StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
+       }
        else
                StatusEffects_apply(this, e, new_eff_time, 0);
        bool have_eff = StatusEffects_active(this, e);
@@ -1481,6 +1508,8 @@ float GiveItems(entity e, float beginarg, float endarg)
        PREGIVE_WEAPONS(e);
        PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
        PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
+       PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
+       PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
        //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
        PREGIVE_RESOURCE(e, RES_BULLETS);
        PREGIVE_RESOURCE(e, RES_CELLS);
@@ -1520,9 +1549,7 @@ float GiveItems(entity e, float beginarg, float endarg)
                                continue;
                        case "ALL":
                                got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
-                               got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
-                               got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
-                               got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
+                               FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
                                got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
                        case "all":
                                got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
@@ -1560,8 +1587,15 @@ float GiveItems(entity e, float beginarg, float endarg)
                                got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
                                break;
                        case "invincible":
+                       case "shield":
                                got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
                                break;
+                       case "speed":
+                               got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
+                               break;
+                       case "invisibility":
+                               got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
+                               break;
                        case "superweapons":
                                got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
                                break;
@@ -1616,8 +1650,10 @@ float GiveItems(entity e, float beginarg, float endarg)
                        if(STAT(WEAPONS, e) & (it.m_wepset))
                                it.wr_init(it);
        });
-       POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, 1, SND_POWERUP, SND_POWEROFF);
-       POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, 1, SND_POWERUP, SND_POWEROFF);
+       POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
+       POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
+       POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
+       POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
        POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
        POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
        POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);