]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
Remove medic buff team healing functionality, fixes #2492. Only apply vampire buff...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / buffs / sv_buffs.qc
index 97df48106dcbc935fa4e38c0720f42b8cc3a0854..fe62c673717fab19379b50befcf4509d510683d7 100644 (file)
@@ -1,37 +1,22 @@
 #include "sv_buffs.qh"
 
 #include <common/mapobjects/target/music.qh>
+#include <common/mutators/mutator/instagib/_mod.qh>
 #include <common/gamemodes/_mod.qh>
-
-void buffs_DelayedInit(entity this);
-
-AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
-
-REGISTER_MUTATOR(buffs, autocvar_g_buffs)
-{
-       MUTATOR_ONADD
-       {
-               if(autocvar_g_buffs > 0)
-                       InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
-       }
-}
+#include <server/items/items.qh>
 
 bool buffs_BuffModel_Customize(entity this, entity client)
 {
-       entity player, myowner;
-       bool same_team;
-
-       player = WaypointSprite_getviewentity(client);
-       myowner = this.owner;
-       same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
+       entity player = WaypointSprite_getviewentity(client);
+       entity myowner = this.owner;
 
-       if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
+       if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0)
                return false;
 
        if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
                return false;
 
-       if(player == myowner || (IS_SPEC(client) && client.enemy == myowner))
+       if(player == myowner)
        {
                // somewhat hide the model, but keep the glow
                this.effects = 0;
@@ -47,7 +32,7 @@ bool buffs_BuffModel_Customize(entity this, entity client)
 
 void buffs_BuffModel_Spawn(entity player)
 {
-       player.buff_model = spawn();
+       player.buff_model = new(buff_model);
        setmodel(player.buff_model, MDL_BUFF);
        setsize(player.buff_model, '0 0 -40', '0 0 40');
        setattachment(player.buff_model, player, "");
@@ -59,6 +44,13 @@ void buffs_BuffModel_Spawn(entity player)
        setcefc(player.buff_model, buffs_BuffModel_Customize);
 }
 
+void buffs_BuffModel_Remove(entity player)
+{
+       if(player.buff_model)
+               delete(player.buff_model);
+       player.buff_model = NULL;
+}
+
 vector buff_GlowColor(entity buff)
 {
        //if(buff.team) { return Team_ColorRGB(buff.team); }
@@ -92,6 +84,8 @@ bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
 
 void buff_Waypoint_Spawn(entity e)
 {
+       if(autocvar_g_buffs_waypoint_distance <= 0) return;
+
        entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
        entity wp = WaypointSprite_Spawn(WP_Buff, 0, autocvar_g_buffs_waypoint_distance, e, '0 0 1' * e.maxs.z, NULL, e.team, e, buff_waypoint, true, RADARICON_Buff);
        wp.wp_extra = buff.m_id;
@@ -106,7 +100,9 @@ void buff_SetCooldown(entity this, float cd)
        if(!this.buff_waypoint)
                buff_Waypoint_Spawn(this);
 
-       WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
+       if(this.buff_waypoint)
+               WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
+
        this.buff_activetime = cd;
        this.buff_active = !cd;
 }
@@ -203,6 +199,7 @@ void buff_Touch(entity this, entity toucher)
        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);
@@ -212,7 +209,7 @@ 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;
@@ -227,7 +224,8 @@ 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
@@ -236,6 +234,9 @@ void buff_NewType(entity ent)
 
 void buff_Think(entity this)
 {
+       if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0)
+               WaypointSprite_Kill(this.buff_waypoint);
+
        if(STAT(BUFFS, this) != this.oldbuffs)
        {
                entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
@@ -259,7 +260,7 @@ void buff_Think(entity this)
        }
 
        if(!game_stopped)
-       if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
+       if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
        if(!this.buff_activetime_updated)
        {
                buff_SetCooldown(this, this.buff_activetime);
@@ -271,7 +272,7 @@ 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))
@@ -280,7 +281,7 @@ void buff_Think(entity this)
 
        if(this.buff_activetime)
        if(!game_stopped)
-       if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
+       if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
        {
                this.buff_activetime = max(0, this.buff_activetime - frametime);
 
@@ -297,8 +298,7 @@ void buff_Think(entity this)
                if(this.team && !this.buff_waypoint)
                        buff_Waypoint_Spawn(this);
 
-               if(this.lifetime)
-               if(time >= this.lifetime)
+               if(this.lifetime && time >= this.lifetime)
                        buff_Respawn(this);
        }
 
@@ -315,7 +315,7 @@ 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);
@@ -431,25 +431,6 @@ void buff_Vengeance_DelayedDamage(entity this)
        return;
 }
 
-// note: only really useful in teamplay
-void buff_Medic_Heal(entity this)
-{
-       FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
-       {
-               if (DIFF_TEAM(it, this))
-               {
-                       continue;
-               }
-               float hp = GetResource(it, RES_HEALTH);
-               if(hp >= autocvar_g_balance_health_regenstable)
-               {
-                       continue;
-               }
-               Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
-               SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
-       });
-}
-
 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
 {
        return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
@@ -492,7 +473,7 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
        if(frag_attacker != frag_target)
        if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
        {
-               entity dmgent = spawn();
+               entity dmgent = new(dmgent);
 
                dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
                dmgent.enemy = frag_attacker;
@@ -545,38 +526,34 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
                Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
        }
 
-       // this... is ridiculous (TODO: fix!)
-       if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
-       if(!frag_target.vehicle)
-       if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
-       if(!IS_DEAD(frag_target))
-       if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
-       if(frag_attacker != frag_target)
-       if(!STAT(FROZEN, frag_target))
-       if(frag_target.takedamage)
-       if(DIFF_TEAM(frag_attacker, frag_target))
-       {
-               float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
-                       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,
-                               GetResource(frag_target, RES_ARMOR));
-                       GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
-               }
-       }
-
        M_ARGV(4, float) = frag_damage;
        M_ARGV(6, vector) = frag_force;
 }
 
+MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
+{
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       if(!(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid))
+               return;
+       float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
+
+       if(time >= frag_target.spawnshieldtime &&
+               frag_target != frag_attacker &&
+               IS_PLAYER(frag_attacker) &&
+               !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
+       {
+               GiveResource(frag_attacker, RES_HEALTH,
+                       autocvar_g_buffs_vampire_damage_steal * health_take);
+       }
+}
+
 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
 {
        entity player = M_ARGV(0, entity);
 
+       buffs_BuffModel_Remove(player);
        player.oldbuffs = 0;
-       PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately
        // reset timers here to prevent them continuing after re-spawn
        player.buff_disability_time = 0;
        player.buff_disability_effect_time = 0;
@@ -626,11 +603,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
                STAT(BUFFS, frag_target) = 0;
                STAT(BUFF_TIME, frag_target) = 0;
 
-               if(frag_target.buff_model)
-               {
-                       delete(frag_target.buff_model);
-                       frag_target.buff_model = NULL;
-               }
+               buffs_BuffModel_Remove(frag_target);
        }
 }
 
@@ -736,11 +709,7 @@ MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
 
 bool buffs_RemovePlayer(entity player)
 {
-       if(player.buff_model)
-       {
-               delete(player.buff_model);
-               player.buff_model = NULL;
-       }
+       buffs_BuffModel_Remove(player);
 
        // also reset timers here to prevent them continuing after spectating
        player.buff_disability_time = 0;
@@ -899,13 +868,6 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
        if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
                player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
 
-       if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
-       if(time >= player.buff_medic_healtime)
-       {
-               buff_Medic_Heal(player);
-               player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
-       }
-
 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) &&  (player.oldbuffs & (b).m_itemid))
 
@@ -918,8 +880,8 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 
                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)
                        {
@@ -937,9 +899,9 @@ 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)
                        {
@@ -954,7 +916,7 @@ 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;
@@ -963,7 +925,7 @@ 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;
@@ -993,9 +955,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
                }
                else
                {
-                       if(player.buff_model)
-                               delete(player.buff_model);
-                       player.buff_model = NULL;
+                       buffs_BuffModel_Remove(player);
 
                        player.effects &= ~(EF_NOSHADOW);
                }