Cleanse the touch functions of the other evil
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / buffs / buffs.qc
1 #ifndef MUTATOR_BUFFS_H
2 #define MUTATOR_BUFFS_H
3
4 #include "../instagib/module.inc"
5
6 bool  autocvar_g_buffs_effects;
7 float autocvar_g_buffs_waypoint_distance;
8 bool autocvar_g_buffs_randomize;
9 float autocvar_g_buffs_random_lifetime;
10 bool autocvar_g_buffs_random_location;
11 int autocvar_g_buffs_random_location_attempts;
12 int autocvar_g_buffs_spawn_count;
13 bool autocvar_g_buffs_replace_powerups;
14 float autocvar_g_buffs_cooldown_activate;
15 float autocvar_g_buffs_cooldown_respawn;
16 float autocvar_g_buffs_resistance_blockpercent;
17 float autocvar_g_buffs_medic_survive_chance;
18 float autocvar_g_buffs_medic_survive_health;
19 float autocvar_g_buffs_medic_rot;
20 float autocvar_g_buffs_medic_max;
21 float autocvar_g_buffs_medic_regen;
22 float autocvar_g_buffs_medic_heal_amount = 15;
23 float autocvar_g_buffs_medic_heal_delay = 1;
24 float autocvar_g_buffs_medic_heal_range = 400;
25 float autocvar_g_buffs_vengeance_damage_multiplier;
26 float autocvar_g_buffs_bash_force;
27 float autocvar_g_buffs_bash_force_self;
28 float autocvar_g_buffs_disability_slowtime;
29 float autocvar_g_buffs_disability_speed;
30 float autocvar_g_buffs_disability_rate;
31 float autocvar_g_buffs_disability_weaponspeed;
32 float autocvar_g_buffs_speed_speed;
33 float autocvar_g_buffs_speed_rate;
34 float autocvar_g_buffs_speed_weaponspeed;
35 float autocvar_g_buffs_speed_damage_take;
36 float autocvar_g_buffs_speed_regen;
37 float autocvar_g_buffs_vampire_damage_steal;
38 float autocvar_g_buffs_invisible_alpha;
39 float autocvar_g_buffs_jump_height;
40 float autocvar_g_buffs_inferno_burntime_factor;
41 float autocvar_g_buffs_inferno_burntime_min_time;
42 float autocvar_g_buffs_inferno_burntime_target_damage;
43 float autocvar_g_buffs_inferno_burntime_target_time;
44 float autocvar_g_buffs_inferno_damagemultiplier;
45 float autocvar_g_buffs_swapper_range;
46 float autocvar_g_buffs_magnet_range_item;
47 float autocvar_g_buffs_magnet_range_buff = 200;
48 float autocvar_g_buffs_luck_chance = 0.15;
49 float autocvar_g_buffs_luck_damagemultiplier = 3;
50
51 // ammo
52 .float buff_ammo_prev_infitems;
53 .int buff_ammo_prev_clipload;
54 // invisible
55 .float buff_invisible_prev_alpha;
56 // medic
57 .float buff_medic_healtime;
58 // disability
59 .float buff_disability_time;
60 .float buff_disability_effect_time;
61 // common buff variables
62 .float buff_effect_delay;
63
64 // buff definitions
65 .float buff_active;
66 .float buff_activetime;
67 .float buff_activetime_updated;
68 .entity buff_waypoint;
69 .int oldbuffs; // for updating effects
70 .entity buff_model; // controls effects (TODO: make csqc)
71
72 const vector BUFF_MIN = ('-16 -16 -20');
73 const vector BUFF_MAX = ('16 16 20');
74
75 // client side options
76 .float cvar_cl_buffs_autoreplace;
77 #endif
78
79 #ifdef IMPLEMENTATION
80
81 #include <common/triggers/target/music.qh>
82 #include <common/gamemodes/all.qh>
83
84 .float buff_time = _STAT(BUFF_TIME);
85 void buffs_DelayedInit(entity this);
86
87 REGISTER_MUTATOR(buffs, cvar("g_buffs"))
88 {
89         MUTATOR_ONADD
90         {
91                 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
92         }
93 }
94
95 bool buffs_BuffModel_Customize(entity this)
96 {
97         entity player, myowner;
98         bool same_team;
99
100         player = WaypointSprite_getviewentity(other);
101         myowner = this.owner;
102         same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
103
104         if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
105                 return false;
106
107         if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
108                 return false;
109
110         if(player == myowner || (IS_SPEC(other) && other.enemy == myowner))
111         {
112                 // somewhat hide the model, but keep the glow
113                 this.effects = 0;
114                 this.alpha = -1;
115         }
116         else
117         {
118                 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
119                 this.alpha = 1;
120         }
121         return true;
122 }
123
124 void buffs_BuffModel_Spawn(entity player)
125 {
126         player.buff_model = spawn();
127         setmodel(player.buff_model, MDL_BUFF);
128         setsize(player.buff_model, '0 0 -40', '0 0 40');
129         setattachment(player.buff_model, player, "");
130         setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
131         player.buff_model.owner = player;
132         player.buff_model.scale = 0.7;
133         player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
134         player.buff_model.light_lev = 200;
135         setcefc(player.buff_model, buffs_BuffModel_Customize);
136 }
137
138 vector buff_GlowColor(entity buff)
139 {
140         //if(buff.team) { return Team_ColorRGB(buff.team); }
141         return buff.m_color;
142 }
143
144 void buff_Effect(entity player, string eff)
145 {
146         if(!autocvar_g_buffs_effects) { return; }
147
148         if(time >= player.buff_effect_delay)
149         {
150                 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
151                 player.buff_effect_delay = time + 0.05; // prevent spam
152         }
153 }
154
155 // buff item
156 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
157 {
158         if(!this.owner.buff_active && !this.owner.buff_activetime)
159                 return false;
160
161         if (view.buffs)
162         {
163                 return view.cvar_cl_buffs_autoreplace == false || view.buffs != this.owner.buffs;
164         }
165
166         return WaypointSprite_visible_for_player(this, player, view);
167 }
168
169 void buff_Waypoint_Spawn(entity e)
170 {
171         entity buff = buff_FirstFromFlags(e.buffs);
172         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);
173         wp.wp_extra = buff.m_id;
174         WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
175         e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
176 }
177
178 void buff_SetCooldown(entity this, float cd)
179 {
180         cd = max(0, cd);
181
182         if(!this.buff_waypoint)
183                 buff_Waypoint_Spawn(this);
184
185         WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
186         this.buff_activetime = cd;
187         this.buff_active = !cd;
188 }
189
190 void buff_Respawn(entity this)
191 {
192         if(gameover) { return; }
193
194         vector oldbufforigin = this.origin;
195         this.velocity = '0 0 200';
196
197         if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
198                 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
199         {
200                 entity spot = SelectSpawnPoint(this, true);
201                 setorigin(this, spot.origin);
202                 this.velocity = ((randomvec() * 100) + '0 0 200');
203                 this.angles = spot.angles;
204         }
205
206         tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
207
208         setorigin(this, trace_endpos); // attempt to unstick
209
210         this.movetype = MOVETYPE_TOSS;
211
212         makevectors(this.angles);
213         this.angles = '0 0 0';
214         if(autocvar_g_buffs_random_lifetime > 0)
215                 this.lifetime = time + autocvar_g_buffs_random_lifetime;
216
217         Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
218         Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
219
220         WaypointSprite_Ping(this.buff_waypoint);
221
222         sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
223 }
224
225 void buff_Touch(entity this, entity toucher)
226 {
227         if(gameover) { return; }
228
229         if(ITEM_TOUCH_NEEDKILL())
230         {
231                 buff_Respawn(this);
232                 return;
233         }
234
235         if((this.team && DIFF_TEAM(toucher, this))
236         || (STAT(FROZEN, toucher))
237         || (toucher.vehicle)
238         || (!this.buff_active)
239         )
240         {
241                 // can't touch this
242                 return;
243         }
244
245         if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
246                 return;
247         toucher = M_ARGV(1, entity);
248
249         if(!IS_PLAYER(toucher))
250                 return; // incase mutator changed toucher
251
252         if (toucher.buffs)
253         {
254                 if (toucher.cvar_cl_buffs_autoreplace && toucher.buffs != this.buffs)
255                 {
256                         int buffid = buff_FirstFromFlags(toucher.buffs).m_id;
257                         //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, toucher.buffs);
258                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
259
260                         toucher.buffs = 0;
261                         //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
262                 }
263                 else { return; } // do nothing
264         }
265
266         this.owner = toucher;
267         this.buff_active = false;
268         this.lifetime = 0;
269         int buffid = buff_FirstFromFlags(this.buffs).m_id;
270         Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid);
271         Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid);
272
273         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
274         sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
275         toucher.buffs |= (this.buffs);
276 }
277
278 float buff_Available(entity buff)
279 {
280         if (buff == BUFF_Null)
281                 return false;
282         if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
283                 return false;
284         if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
285                 return false;
286         return cvar(strcat("g_buffs_", buff.m_name));
287 }
288
289 .int buff_seencount;
290
291 void buff_NewType(entity ent, float cb)
292 {
293         RandomSelection_Init();
294         FOREACH(Buffs, buff_Available(it), LAMBDA(
295                 it.buff_seencount += 1;
296                 // if it's already been chosen, give it a lower priority
297                 RandomSelection_Add(NULL, it.m_itemid, string_null, 1, max(0.2, 1 / it.buff_seencount));
298         ));
299         ent.buffs = RandomSelection_chosen_float;
300 }
301
302 void buff_Think(entity this)
303 {
304         if(this.buffs != this.oldbuffs)
305         {
306                 entity buff = buff_FirstFromFlags(this.buffs);
307                 this.color = buff.m_color;
308                 this.glowmod = buff_GlowColor(buff);
309                 this.skin = buff.m_skin;
310
311                 setmodel(this, MDL_BUFF);
312
313                 if(this.buff_waypoint)
314                 {
315                         //WaypointSprite_Disown(this.buff_waypoint, 1);
316                         WaypointSprite_Kill(this.buff_waypoint);
317                         buff_Waypoint_Spawn(this);
318                         if(this.buff_activetime)
319                                 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
320                 }
321
322                 this.oldbuffs = this.buffs;
323         }
324
325         if(!gameover)
326         if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
327         if(!this.buff_activetime_updated)
328         {
329                 buff_SetCooldown(this, this.buff_activetime);
330                 this.buff_activetime_updated = true;
331         }
332
333         if(!this.buff_active && !this.buff_activetime)
334         if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || !(this.owner.buffs & this.buffs))
335         {
336                 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
337                 this.owner = NULL;
338                 if(autocvar_g_buffs_randomize)
339                         buff_NewType(this, this.buffs);
340
341                 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
342                         buff_Respawn(this);
343         }
344
345         if(this.buff_activetime)
346         if(!gameover)
347         if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
348         {
349                 this.buff_activetime = max(0, this.buff_activetime - frametime);
350
351                 if(!this.buff_activetime)
352                 {
353                         this.buff_active = true;
354                         sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
355                         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
356                 }
357         }
358
359         if(this.buff_active)
360         {
361                 if(this.team && !this.buff_waypoint)
362                         buff_Waypoint_Spawn(this);
363
364                 if(this.lifetime)
365                 if(time >= this.lifetime)
366                         buff_Respawn(this);
367         }
368
369         this.nextthink = time;
370         //this.angles_y = time * 110.1;
371 }
372
373 void buff_Waypoint_Reset(entity this)
374 {
375         WaypointSprite_Kill(this.buff_waypoint);
376
377         if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
378 }
379
380 void buff_Reset(entity this)
381 {
382         if(autocvar_g_buffs_randomize)
383                 buff_NewType(this, this.buffs);
384         this.owner = NULL;
385         buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
386         buff_Waypoint_Reset(this);
387         this.buff_activetime_updated = false;
388
389         if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
390                 buff_Respawn(this);
391 }
392
393 float buff_Customize(entity this)
394 {
395         entity player = WaypointSprite_getviewentity(other);
396         if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
397         {
398                 this.alpha = 0.3;
399                 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
400                 this.pflags = 0;
401         }
402         else
403         {
404                 this.alpha = 1;
405                 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
406                 this.light_lev = 220 + 36 * sin(time);
407                 this.pflags = PFLAGS_FULLDYNAMIC;
408         }
409         return true;
410 }
411
412 void buff_Init(entity this)
413 {
414         if(!cvar("g_buffs")) { remove(this); return; }
415
416         if(!teamplay && this.team) { this.team = 0; }
417
418         entity buff = buff_FirstFromFlags(this.buffs);
419
420         if(!this.buffs || buff_Available(buff))
421                 buff_NewType(this, 0);
422
423         this.classname = "item_buff";
424         this.solid = SOLID_TRIGGER;
425         this.flags = FL_ITEM;
426         setthink(this, buff_Think);
427         settouch(this, buff_Touch);
428         this.reset = buff_Reset;
429         this.nextthink = time + 0.1;
430         this.gravity = 1;
431         this.movetype = MOVETYPE_TOSS;
432         this.scale = 1;
433         this.skin = buff.m_skin;
434         this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
435         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
436         setcefc(this, buff_Customize);
437         //this.gravity = 100;
438         this.color = buff.m_color;
439         this.glowmod = buff_GlowColor(this);
440         buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + game_starttime);
441         this.buff_active = !this.buff_activetime;
442         this.pflags = PFLAGS_FULLDYNAMIC;
443
444         if(this.spawnflags & 1)
445                 this.noalign = true;
446
447         if(this.noalign)
448                 this.movetype = MOVETYPE_NONE; // reset by random location
449
450         setmodel(this, MDL_BUFF);
451         setsize(this, BUFF_MIN, BUFF_MAX);
452
453         if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
454                 buff_Respawn(this);
455 }
456
457 void buff_Init_Compat(entity ent, entity replacement)
458 {
459         if (ent.spawnflags & 2)
460                 ent.team = NUM_TEAM_1;
461         else if (ent.spawnflags & 4)
462                 ent.team = NUM_TEAM_2;
463
464         ent.buffs = replacement.m_itemid;
465
466         buff_Init(ent);
467 }
468
469 void buff_SpawnReplacement(entity ent, entity old)
470 {
471         setorigin(ent, old.origin);
472         ent.angles = old.angles;
473         ent.noalign = (old.noalign || (old.spawnflags & 1));
474
475         buff_Init(ent);
476 }
477
478 void buff_Vengeance_DelayedDamage(entity this)
479 {
480         if(this.enemy)
481                 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, this.enemy.origin, '0 0 0');
482
483         remove(this);
484         return;
485 }
486
487 // note: only really useful in teamplay
488 void buff_Medic_Heal(entity this)
489 {
490         FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
491         {
492                 if(SAME_TEAM(it, this))
493                 if(it.health < autocvar_g_balance_health_regenstable)
494                 {
495                         Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
496                         it.health = bound(0, it.health + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable);
497                 }
498         });
499 }
500
501 float buff_Inferno_CalculateTime(float x, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
502 {
503         return offset_y + (intersect_y - offset_y) * logn(((x - offset_x) * ((base - 1) / intersect_x)) + 1, base);
504 }
505
506 // mutator hooks
507 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
508 {
509         entity frag_target = M_ARGV(2, entity);
510         float frag_deathtype = M_ARGV(6, float);
511         float frag_damage = M_ARGV(7, float);
512
513         if(frag_deathtype == DEATH_BUFF.m_id) { return; }
514
515         if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
516         {
517                 vector v = healtharmor_applydamage(50, autocvar_g_buffs_resistance_blockpercent, frag_deathtype, frag_damage);
518                 M_ARGV(4, float) = v.x; // take
519                 M_ARGV(5, float) = v.y; // save
520         }
521 }
522
523 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_Calculate)
524 {
525         entity frag_attacker = M_ARGV(1, entity);
526         entity frag_target = M_ARGV(2, entity);
527         float frag_deathtype = M_ARGV(3, float);
528         float frag_damage = M_ARGV(4, float);
529         vector frag_force = M_ARGV(6, vector);
530
531         if(frag_deathtype == DEATH_BUFF.m_id) { return; }
532
533         if(frag_target.buffs & BUFF_SPEED.m_itemid)
534         if(frag_target != frag_attacker)
535                 frag_damage *= autocvar_g_buffs_speed_damage_take;
536
537         if(frag_target.buffs & BUFF_MEDIC.m_itemid)
538         if((frag_target.health - frag_damage) <= 0)
539         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
540         if(frag_attacker)
541         if(random() <= autocvar_g_buffs_medic_survive_chance)
542                 frag_damage = max(5, frag_target.health - autocvar_g_buffs_medic_survive_health);
543
544         if(frag_target.buffs & BUFF_JUMP.m_itemid)
545         if(frag_deathtype == DEATH_FALL.m_id)
546                 frag_damage = 0;
547
548         if(frag_target.buffs & BUFF_VENGEANCE.m_itemid)
549         if(frag_attacker)
550         if(frag_attacker != frag_target)
551         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
552         {
553                 entity dmgent = spawn();
554
555                 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
556                 dmgent.enemy = frag_attacker;
557                 dmgent.owner = frag_target;
558                 setthink(dmgent, buff_Vengeance_DelayedDamage);
559                 dmgent.nextthink = time + 0.1;
560         }
561
562         if(frag_target.buffs & BUFF_BASH.m_itemid)
563         if(frag_attacker != frag_target)
564                 frag_force = '0 0 0';
565
566         if(frag_attacker.buffs & BUFF_BASH.m_itemid)
567         if(frag_force)
568         if(frag_attacker == frag_target)
569                 frag_force *= autocvar_g_buffs_bash_force_self;
570         else
571                 frag_force *= autocvar_g_buffs_bash_force;
572
573         if(frag_attacker.buffs & BUFF_DISABILITY.m_itemid)
574         if(frag_target != frag_attacker)
575                 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
576
577         if(frag_target.buffs & BUFF_INFERNO.m_itemid)
578         {
579                 if(frag_deathtype == DEATH_FIRE.m_id)
580                         frag_damage = 0;
581                 if(frag_deathtype == DEATH_LAVA.m_id)
582                         frag_damage *= 0.5; // TODO: cvarize?
583         }
584
585         if(frag_attacker.buffs & BUFF_LUCK.m_itemid)
586         if(frag_attacker != frag_target)
587         if(autocvar_g_buffs_luck_damagemultiplier > 0)
588         if(random() <= autocvar_g_buffs_luck_chance)
589                 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
590
591         if(frag_attacker.buffs & BUFF_INFERNO.m_itemid)
592         if(frag_target != frag_attacker) {
593                 float btime = buff_Inferno_CalculateTime(
594                         frag_damage,
595                         0,
596                         autocvar_g_buffs_inferno_burntime_min_time,
597                         autocvar_g_buffs_inferno_burntime_target_damage,
598                         autocvar_g_buffs_inferno_burntime_target_time,
599                         autocvar_g_buffs_inferno_burntime_factor
600                 );
601                 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
602         }
603
604         // this... is ridiculous (TODO: fix!)
605         if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
606         if(!frag_target.vehicle)
607         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
608         if(!IS_DEAD(frag_target))
609         if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
610         if(frag_attacker != frag_target)
611         if(!STAT(FROZEN, frag_target))
612         if(frag_target.takedamage)
613         if(DIFF_TEAM(frag_attacker, frag_target))
614         {
615                 frag_attacker.health = bound(0, frag_attacker.health + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, frag_target.health), g_pickup_healthsmall_max);
616                 if(frag_target.armorvalue)
617                         frag_attacker.armorvalue = bound(0, frag_attacker.armorvalue + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, frag_target.armorvalue), g_pickup_armorsmall_max);
618         }
619
620         M_ARGV(4, float) = frag_damage;
621         M_ARGV(6, vector) = frag_force;
622 }
623
624 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
625 {
626         entity player = M_ARGV(0, entity);
627
628         player.buffs = 0;
629         // reset timers here to prevent them continuing after re-spawn
630         player.buff_disability_time = 0;
631         player.buff_disability_effect_time = 0;
632 }
633
634 .float stat_sv_maxspeed;
635 .float stat_sv_airspeedlimit_nonqw;
636 .float stat_sv_jumpvelocity;
637
638 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
639 {
640         entity player = M_ARGV(0, entity);
641
642         if(player.buffs & BUFF_SPEED.m_itemid)
643         {
644                 player.stat_sv_maxspeed *= autocvar_g_buffs_speed_speed;
645                 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_speed_speed;
646         }
647
648         if(time < player.buff_disability_time)
649         {
650                 player.stat_sv_maxspeed *= autocvar_g_buffs_disability_speed;
651                 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_disability_speed;
652         }
653
654         if(player.buffs & BUFF_JUMP.m_itemid)
655         {
656                 // automatically reset, no need to worry
657                 player.stat_sv_jumpvelocity = autocvar_g_buffs_jump_height;
658         }
659 }
660
661 MUTATOR_HOOKFUNCTION(buffs, PlayerJump)
662 {
663         entity player = M_ARGV(0, entity);
664
665         if(player.buffs & BUFF_JUMP.m_itemid)
666                 M_ARGV(1, float) = autocvar_g_buffs_jump_height;
667 }
668
669 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
670 {
671         entity mon = M_ARGV(0, entity);
672
673         if(time < mon.buff_disability_time)
674         {
675                 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
676                 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
677         }
678 }
679
680 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
681 {
682         entity frag_target = M_ARGV(2, entity);
683         
684         if(frag_target.buffs)
685         {
686                 int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
687                 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
688                 frag_target.buffs = 0;
689
690                 if(frag_target.buff_model)
691                 {
692                         remove(frag_target.buff_model);
693                         frag_target.buff_model = NULL;
694                 }
695         }
696 }
697
698 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
699 {
700         if(MUTATOR_RETURNVALUE || gameover) { return; }
701
702         entity player = M_ARGV(0, entity);
703
704         if(player.buffs)
705         {
706                 int buffid = buff_FirstFromFlags(player.buffs).m_id;
707                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
708                 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
709
710                 player.buffs = 0;
711                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
712                 return true;
713         }
714 }
715
716 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
717 {
718         if(MUTATOR_RETURNVALUE || gameover) { return; }
719         entity player = M_ARGV(0, entity);
720
721         if(player.buffs & BUFF_SWAPPER.m_itemid)
722         {
723                 float best_distance = autocvar_g_buffs_swapper_range;
724                 entity closest = NULL;
725                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
726                         if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
727                         if(DIFF_TEAM(it, player))
728                         {
729                                 float test = vlen2(player.origin - it.origin);
730                                 if(test <= best_distance * best_distance)
731                                 {
732                                         best_distance = sqrt(test);
733                                         closest = it;
734                                 }
735                         }
736                 ));
737
738                 if(closest)
739                 {
740                         vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
741
742                         my_org = player.origin;
743                         my_vel = player.velocity;
744                         my_ang = player.angles;
745                         their_org = closest.origin;
746                         their_vel = closest.velocity;
747                         their_ang = closest.angles;
748
749                         Drop_Special_Items(closest);
750
751                         MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
752
753                         setorigin(player, their_org);
754                         setorigin(closest, my_org);
755
756                         closest.velocity = my_vel;
757                         closest.angles = my_ang;
758                         closest.fixangle = true;
759                         closest.oldorigin = my_org;
760                         closest.oldvelocity = my_vel;
761                         player.velocity = their_vel;
762                         player.angles = their_ang;
763                         player.fixangle = true;
764                         player.oldorigin = their_org;
765                         player.oldvelocity = their_vel;
766
767                         // set pusher so player gets the kill if they fall into void
768                         closest.pusher = player;
769                         closest.pushltime = time + autocvar_g_maxpushtime;
770                         closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
771
772                         Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
773                         Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
774
775                         sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
776                         sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
777
778                         // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
779                         player.buffs = 0;
780                         return true;
781                 }
782         }
783 }
784
785 bool buffs_RemovePlayer(entity player)
786 {
787         if(player.buff_model)
788         {
789                 remove(player.buff_model);
790                 player.buff_model = NULL;
791         }
792
793         // also reset timers here to prevent them continuing after spectating
794         player.buff_disability_time = 0;
795         player.buff_disability_effect_time = 0;
796
797         return false;
798 }
799 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
800 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
801
802 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
803 {
804         entity wp = M_ARGV(0, entity);
805         entity player = M_ARGV(1, entity);
806
807         entity e = WaypointSprite_getviewentity(player);
808
809         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
810         // but only apply this to real players, not to spectators
811         if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
812         if(DIFF_TEAM(wp.owner, e))
813                 return true;
814 }
815
816 MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
817 {
818         entity ent = M_ARGV(0, entity);
819
820         if(autocvar_g_buffs_replace_powerups)
821         switch(ent.classname)
822         {
823                 case "item_strength":
824                 case "item_invincible":
825                 {
826                         entity e = spawn();
827                         buff_SpawnReplacement(e, ent);
828                         return true;
829                 }
830         }
831 }
832
833 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
834 {
835         entity player = M_ARGV(1, entity);
836
837         if(player.buffs & BUFF_SPEED.m_itemid)
838                 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
839
840         if(time < player.buff_disability_time)
841                 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
842 }
843
844 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
845 {
846         entity player = M_ARGV(1, entity);
847
848         if(player.buffs & BUFF_SPEED.m_itemid)
849                 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
850
851         if(time < player.buff_disability_time)
852                 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
853 }
854
855 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
856 {
857         entity player = M_ARGV(0, entity);
858
859         if(gameover || IS_DEAD(player)) { return; }
860
861         if(time < player.buff_disability_time)
862         if(time >= player.buff_disability_effect_time)
863         {
864                 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
865                 player.buff_disability_effect_time = time + 0.5;
866         }
867
868         // handle buff lost status
869         // 1: notify everyone else
870         // 2: notify carrier as well
871         int buff_lost = 0;
872
873         if(player.buff_time)
874         if(time >= player.buff_time)
875         {
876                 player.buff_time = 0;
877                 buff_lost = 2;
878         }
879
880         if(STAT(FROZEN, player)) { buff_lost = 1; }
881
882         if(buff_lost)
883         {
884                 if(player.buffs)
885                 {
886                         int buffid = buff_FirstFromFlags(player.buffs).m_id;
887                         Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
888                         if(buff_lost >= 2)
889                         {
890                                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
891                                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
892                         }
893                         player.buffs = 0;
894                 }
895         }
896
897         if(player.buffs & BUFF_MAGNET.m_itemid)
898         {
899                 vector pickup_size;
900                 FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
901                 {
902                         if(it.buffs)
903                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
904                         else
905                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
906
907                         if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
908                         {
909                                 if(gettouch(it))
910                                         gettouch(it)(it, player);
911                         }
912                 });
913         }
914
915         if(player.buffs & BUFF_AMMO.m_itemid)
916         if(player.clip_size)
917                 player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
918
919         if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
920         if(player.alpha != autocvar_g_buffs_invisible_alpha)
921                 player.alpha = autocvar_g_buffs_invisible_alpha; // powerups reset alpha, so we must enforce this (TODO)
922
923         if(player.buffs & BUFF_MEDIC.m_itemid)
924         if(time >= player.buff_medic_healtime)
925         {
926                 buff_Medic_Heal(player);
927                 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
928         }
929
930 #define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
931 #define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) &&  (player.oldbuffs & (b).m_itemid))
932
933         if(player.buffs != player.oldbuffs)
934         {
935                 entity buff = buff_FirstFromFlags(player.buffs);
936                 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
937                 player.buff_time = (bufftime) ? time + bufftime : 0;
938
939                 BUFF_ONADD(BUFF_AMMO)
940                 {
941                         player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
942                         player.items |= IT_UNLIMITED_WEAPON_AMMO;
943
944                         if(player.clip_load)
945                                 player.buff_ammo_prev_clipload = player.clip_load;
946                         player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
947                 }
948
949                 BUFF_ONREM(BUFF_AMMO)
950                 {
951                         if(player.buff_ammo_prev_infitems)
952                                 player.items |= IT_UNLIMITED_WEAPON_AMMO;
953                         else
954                                 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
955
956                         if(player.buff_ammo_prev_clipload)
957                                 player.clip_load = player.buff_ammo_prev_clipload;
958                 }
959
960                 BUFF_ONADD(BUFF_INVISIBLE)
961                 {
962                         if(time < player.strength_finished && g_instagib)
963                                 player.alpha = autocvar_g_instagib_invis_alpha;
964                         else
965                                 player.alpha = player.buff_invisible_prev_alpha;
966                         player.alpha = autocvar_g_buffs_invisible_alpha;
967                 }
968
969                 BUFF_ONREM(BUFF_INVISIBLE)
970                         player.alpha = player.buff_invisible_prev_alpha;
971
972                 player.oldbuffs = player.buffs;
973                 if(player.buffs)
974                 {
975                         if(!player.buff_model)
976                                 buffs_BuffModel_Spawn(player);
977
978                         player.buff_model.color = buff.m_color;
979                         player.buff_model.glowmod = buff_GlowColor(player.buff_model);
980                         player.buff_model.skin = buff.m_skin;
981
982                         player.effects |= EF_NOSHADOW;
983                 }
984                 else
985                 {
986                         remove(player.buff_model);
987                         player.buff_model = NULL;
988
989                         player.effects &= ~(EF_NOSHADOW);
990                 }
991         }
992
993         if(player.buff_model)
994         {
995                 player.buff_model.effects = player.effects;
996                 player.buff_model.effects |= EF_LOWPRECISION;
997                 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
998
999                 player.buff_model.alpha = player.alpha;
1000         }
1001
1002 #undef BUFF_ONADD
1003 #undef BUFF_ONREM
1004 }
1005
1006 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1007 {
1008         entity spectatee = M_ARGV(0, entity);
1009         entity client = M_ARGV(1, entity);
1010
1011         client.buffs = spectatee.buffs;
1012 }
1013
1014 MUTATOR_HOOKFUNCTION(buffs, VehicleEnter)
1015 {
1016         entity player = M_ARGV(0, entity);
1017         entity veh = M_ARGV(1, entity);
1018
1019         veh.buffs = player.buffs;
1020         player.buffs = 0;
1021         veh.buff_time = max(0, player.buff_time - time);
1022         player.buff_time = 0;
1023 }
1024
1025 MUTATOR_HOOKFUNCTION(buffs, VehicleExit)
1026 {
1027         entity player = M_ARGV(0, entity);
1028         entity veh = M_ARGV(1, entity);
1029
1030         player.buffs = player.oldbuffs = veh.buffs;
1031         veh.buffs = 0;
1032         player.buff_time = time + veh.buff_time;
1033         veh.buff_time = 0;
1034 }
1035
1036 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1037 {
1038         entity player = M_ARGV(0, entity);
1039
1040         if(player.buffs & BUFF_MEDIC.m_itemid)
1041         {
1042                 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1043                 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1044                 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1045         }
1046
1047         if(player.buffs & BUFF_SPEED.m_itemid)
1048                 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1049 }
1050
1051 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1052
1053 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1054 {
1055         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1056 }
1057
1058 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1059 {
1060         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1061 }
1062
1063 void buffs_DelayedInit(entity this)
1064 {
1065         if(autocvar_g_buffs_spawn_count > 0)
1066         if(find(NULL, classname, "item_buff") == NULL)
1067         {
1068                 float i;
1069                 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1070                 {
1071                         entity e = spawn();
1072                         e.spawnflags |= 64; // always randomize
1073                         e.velocity = randomvec() * 250; // this gets reset anyway if random location works
1074                         buff_Init(e);
1075                 }
1076         }
1077 }
1078 #endif