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