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