]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
Merge branch 'master' into Mario/target_teleporter_v2
[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 CS(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.buff_active)
161                 return;
162
163         if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
164                 return;
165         toucher = M_ARGV(1, entity);
166
167         if(!IS_PLAYER(toucher))
168                 return; // incase mutator changed toucher
169
170         if((this.team && DIFF_TEAM(toucher, this))
171         || (STAT(FROZEN, toucher))
172         || (toucher.vehicle)
173         || (time < PS(toucher).buff_shield)
174         )
175         {
176                 // can't touch this
177                 return;
178         }
179
180         if (toucher.buffs)
181         {
182                 if (CS(toucher).cvar_cl_buffs_autoreplace && toucher.buffs != this.buffs)
183                 {
184                         int buffid = buff_FirstFromFlags(toucher.buffs).m_id;
185                         //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, toucher.buffs);
186                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
187
188                         toucher.buffs = 0;
189                         //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
190                 }
191                 else { return; } // do nothing
192         }
193
194         this.owner = toucher;
195         this.buff_active = false;
196         this.lifetime = 0;
197         int buffid = buff_FirstFromFlags(this.buffs).m_id;
198         Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid);
199         Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid);
200
201         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
202         sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
203         toucher.buffs |= (this.buffs);
204 }
205
206 float buff_Available(entity buff)
207 {
208         if (buff == BUFF_Null)
209                 return false;
210         if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
211                 return false;
212         if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
213                 return false;
214         return cvar(strcat("g_buffs_", buff.m_name));
215 }
216
217 .int buff_seencount;
218
219 void buff_NewType(entity ent)
220 {
221         RandomSelection_Init();
222         FOREACH(Buffs, buff_Available(it),
223         {
224                 // if it's already been chosen, give it a lower priority
225                 RandomSelection_AddEnt(it, max(0.2, 1 / it.buff_seencount), 1);
226         });
227         entity newbuff = RandomSelection_chosen_ent;
228         newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
229         ent.buffs = newbuff.m_itemid;
230 }
231
232 void buff_Think(entity this)
233 {
234         if(this.buffs != this.oldbuffs)
235         {
236                 entity buff = buff_FirstFromFlags(this.buffs);
237                 this.color = buff.m_color;
238                 this.glowmod = buff_GlowColor(buff);
239                 this.skin = buff.m_skin;
240
241                 setmodel(this, MDL_BUFF);
242                 setsize(this, BUFF_MIN, BUFF_MAX);
243
244                 if(this.buff_waypoint)
245                 {
246                         //WaypointSprite_Disown(this.buff_waypoint, 1);
247                         WaypointSprite_Kill(this.buff_waypoint);
248                         buff_Waypoint_Spawn(this);
249                         if(this.buff_activetime)
250                                 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
251                 }
252
253                 this.oldbuffs = this.buffs;
254         }
255
256         if(!game_stopped)
257         if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
258         if(!this.buff_activetime_updated)
259         {
260                 buff_SetCooldown(this, this.buff_activetime);
261                 this.buff_activetime_updated = true;
262         }
263
264         if(!this.buff_active && !this.buff_activetime)
265         if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || this.owner.vehicle || !(this.owner.buffs & this.buffs) || this.pickup_anyway > 0 || (this.pickup_anyway >= 0 && autocvar_g_buffs_pickup_anyway))
266         {
267                 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
268                 this.owner = NULL;
269                 if(autocvar_g_buffs_randomize)
270                         buff_NewType(this);
271
272                 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
273                         buff_Respawn(this);
274         }
275
276         if(this.buff_activetime)
277         if(!game_stopped)
278         if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
279         {
280                 this.buff_activetime = max(0, this.buff_activetime - frametime);
281
282                 if(!this.buff_activetime)
283                 {
284                         this.buff_active = true;
285                         sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
286                         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
287                 }
288         }
289
290         if(this.buff_active)
291         {
292                 if(this.team && !this.buff_waypoint)
293                         buff_Waypoint_Spawn(this);
294
295                 if(this.lifetime)
296                 if(time >= this.lifetime)
297                         buff_Respawn(this);
298         }
299
300         this.nextthink = time;
301         //this.angles_y = time * 110.1;
302 }
303
304 void buff_Waypoint_Reset(entity this)
305 {
306         WaypointSprite_Kill(this.buff_waypoint);
307
308         if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
309 }
310
311 void buff_Reset(entity this)
312 {
313         if(autocvar_g_buffs_randomize)
314                 buff_NewType(this);
315         this.owner = NULL;
316         buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
317         buff_Waypoint_Reset(this);
318         this.buff_activetime_updated = false;
319
320         if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
321                 buff_Respawn(this);
322 }
323
324 bool buff_Customize(entity this, entity client)
325 {
326         entity player = WaypointSprite_getviewentity(client);
327         if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
328         {
329                 this.alpha = 0.3;
330                 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
331                 this.pflags = 0;
332         }
333         else
334         {
335                 this.alpha = 1;
336                 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
337                 this.light_lev = 220 + 36 * sin(time);
338                 this.pflags = PFLAGS_FULLDYNAMIC;
339         }
340         return true;
341 }
342
343 void buff_Init(entity this)
344 {
345         if(!cvar("g_buffs")) { delete(this); return; }
346
347         if(!teamplay && this.team) { this.team = 0; }
348
349         entity buff = buff_FirstFromFlags(this.buffs);
350
351         if(!this.buffs || !buff_Available(buff))
352                 buff_NewType(this);
353
354         this.classname = "item_buff";
355         this.solid = SOLID_TRIGGER;
356         this.flags = FL_ITEM;
357         this.bot_pickup = true;
358         this.bot_pickupevalfunc = generic_pickupevalfunc;
359         this.bot_pickupbasevalue = 1000;
360         IL_PUSH(g_items, this);
361         setthink(this, buff_Think);
362         settouch(this, buff_Touch);
363         this.reset = buff_Reset;
364         this.nextthink = time + 0.1;
365         this.gravity = 1;
366         set_movetype(this, MOVETYPE_TOSS);
367         this.scale = 1;
368         this.skin = buff.m_skin;
369         this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
370         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
371         setcefc(this, buff_Customize);
372         //this.gravity = 100;
373         this.color = buff.m_color;
374         this.glowmod = buff_GlowColor(this);
375         buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
376         this.buff_active = !this.buff_activetime;
377         this.pflags = PFLAGS_FULLDYNAMIC;
378
379         if(this.spawnflags & 1)
380                 this.noalign = true;
381
382         if(this.noalign)
383                 set_movetype(this, MOVETYPE_NONE); // reset by random location
384
385         setmodel(this, MDL_BUFF);
386         setsize(this, BUFF_MIN, BUFF_MAX);
387
388         if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
389                 buff_Respawn(this);
390 }
391
392 void buff_Init_Compat(entity ent, entity replacement)
393 {
394         if (ent.spawnflags & 2)
395                 ent.team = NUM_TEAM_1;
396         else if (ent.spawnflags & 4)
397                 ent.team = NUM_TEAM_2;
398
399         ent.buffs = replacement.m_itemid;
400
401         buff_Init(ent);
402 }
403
404 void buff_SpawnReplacement(entity ent, entity old)
405 {
406         setorigin(ent, old.origin);
407         ent.angles = old.angles;
408         ent.noalign = (old.noalign || (old.spawnflags & 1));
409
410         buff_Init(ent);
411 }
412
413 void buff_Vengeance_DelayedDamage(entity this)
414 {
415         if(this.enemy)
416                 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, this.enemy.origin, '0 0 0');
417
418         delete(this);
419         return;
420 }
421
422 // note: only really useful in teamplay
423 void buff_Medic_Heal(entity this)
424 {
425         FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
426         {
427                 if(SAME_TEAM(it, this))
428                 if(it.health < autocvar_g_balance_health_regenstable)
429                 {
430                         Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
431                         it.health = bound(0, it.health + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable);
432                 }
433         });
434 }
435
436 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
437 {
438         return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
439 }
440
441 // mutator hooks
442 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
443 {
444         entity frag_attacker = M_ARGV(1, entity);
445         entity frag_target = M_ARGV(2, entity);
446         float frag_deathtype = M_ARGV(3, float);
447         float frag_damage = M_ARGV(4, float);
448         vector frag_force = M_ARGV(6, vector);
449
450         if(frag_deathtype == DEATH_BUFF.m_id) { return; }
451
452         if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
453         {
454                 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
455                 frag_damage = bound(0, frag_damage - reduced, frag_damage);
456         }
457
458         if(frag_target.buffs & BUFF_SPEED.m_itemid)
459         if(frag_target != frag_attacker)
460                 frag_damage *= autocvar_g_buffs_speed_damage_take;
461
462         if(frag_target.buffs & BUFF_MEDIC.m_itemid)
463         if((frag_target.health - frag_damage) <= 0)
464         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
465         if(frag_attacker)
466         if(random() <= autocvar_g_buffs_medic_survive_chance)
467                 frag_damage = max(5, frag_target.health - autocvar_g_buffs_medic_survive_health);
468
469         if(frag_target.buffs & BUFF_JUMP.m_itemid)
470         if(frag_deathtype == DEATH_FALL.m_id)
471                 frag_damage = 0;
472
473         if(frag_target.buffs & BUFF_VENGEANCE.m_itemid)
474         if(frag_attacker)
475         if(frag_attacker != frag_target)
476         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
477         {
478                 entity dmgent = spawn();
479
480                 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
481                 dmgent.enemy = frag_attacker;
482                 dmgent.owner = frag_target;
483                 setthink(dmgent, buff_Vengeance_DelayedDamage);
484                 dmgent.nextthink = time + 0.1;
485         }
486
487         if(frag_target.buffs & BUFF_BASH.m_itemid)
488         if(frag_attacker != frag_target)
489                 frag_force = '0 0 0';
490
491         if(frag_attacker.buffs & BUFF_BASH.m_itemid)
492         if(frag_force)
493         if(frag_attacker == frag_target)
494                 frag_force *= autocvar_g_buffs_bash_force_self;
495         else
496                 frag_force *= autocvar_g_buffs_bash_force;
497
498         if(frag_attacker.buffs & BUFF_DISABILITY.m_itemid)
499         if(frag_target != frag_attacker)
500                 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
501
502         if(frag_target.buffs & BUFF_INFERNO.m_itemid)
503         {
504                 if(frag_deathtype == DEATH_FIRE.m_id)
505                         frag_damage = 0;
506                 if(frag_deathtype == DEATH_LAVA.m_id)
507                         frag_damage *= 0.5; // TODO: cvarize?
508         }
509
510         if(frag_attacker.buffs & BUFF_LUCK.m_itemid)
511         if(frag_attacker != frag_target)
512         if(autocvar_g_buffs_luck_damagemultiplier > 0)
513         if(random() <= autocvar_g_buffs_luck_chance)
514                 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
515
516         if(frag_attacker.buffs & BUFF_INFERNO.m_itemid)
517         if(frag_target != frag_attacker) {
518                 float btime = buff_Inferno_CalculateTime(
519                         frag_damage,
520                         0,
521                         autocvar_g_buffs_inferno_burntime_min_time,
522                         autocvar_g_buffs_inferno_burntime_target_damage,
523                         autocvar_g_buffs_inferno_burntime_target_time,
524                         autocvar_g_buffs_inferno_burntime_factor
525                 );
526                 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
527         }
528
529         // this... is ridiculous (TODO: fix!)
530         if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
531         if(!frag_target.vehicle)
532         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
533         if(!IS_DEAD(frag_target))
534         if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
535         if(frag_attacker != frag_target)
536         if(!STAT(FROZEN, frag_target))
537         if(frag_target.takedamage)
538         if(DIFF_TEAM(frag_attacker, frag_target))
539         {
540                 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);
541                 if(frag_target.armorvalue)
542                         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);
543         }
544
545         M_ARGV(4, float) = frag_damage;
546         M_ARGV(6, vector) = frag_force;
547 }
548
549 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
550 {
551         entity player = M_ARGV(0, entity);
552
553         player.buffs = 0;
554         player.buff_time = 0;
555         PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately
556         // reset timers here to prevent them continuing after re-spawn
557         player.buff_disability_time = 0;
558         player.buff_disability_effect_time = 0;
559 }
560
561 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
562 {
563         entity player = M_ARGV(0, entity);
564         // these automatically reset, no need to worry
565
566         if(player.buffs & BUFF_SPEED.m_itemid)
567                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
568
569         if(time < player.buff_disability_time)
570                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
571 }
572
573 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
574 {
575         entity player = M_ARGV(0, entity);
576         // these automatically reset, no need to worry
577
578         if(player.buffs & BUFF_JUMP.m_itemid)
579                 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
580 }
581
582 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
583 {
584         entity mon = M_ARGV(0, entity);
585
586         if(time < mon.buff_disability_time)
587         {
588                 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
589                 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
590         }
591 }
592
593 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
594 {
595         entity frag_target = M_ARGV(2, entity);
596
597         if(frag_target.buffs)
598         {
599                 int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
600                 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
601                 frag_target.buffs = 0;
602
603                 if(frag_target.buff_model)
604                 {
605                         delete(frag_target.buff_model);
606                         frag_target.buff_model = NULL;
607                 }
608         }
609 }
610
611 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
612 {
613         if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
614
615         entity player = M_ARGV(0, entity);
616
617         if(player.buffs)
618         {
619                 int buffid = buff_FirstFromFlags(player.buffs).m_id;
620                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
621                 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
622
623                 player.buffs = 0;
624                 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
625                 //player.buff_time = 0; // already notified
626                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
627                 return true;
628         }
629 }
630
631 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
632 {
633         if(MUTATOR_RETURNVALUE || game_stopped) return;
634         entity player = M_ARGV(0, entity);
635
636         if(player.buffs & BUFF_SWAPPER.m_itemid)
637         {
638                 float best_distance = autocvar_g_buffs_swapper_range;
639                 entity closest = NULL;
640                 FOREACH_CLIENT(IS_PLAYER(it), {
641                         if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
642                         if(DIFF_TEAM(it, player))
643                         {
644                                 float test = vlen2(player.origin - it.origin);
645                                 if(test <= best_distance * best_distance)
646                                 {
647                                         best_distance = sqrt(test);
648                                         closest = it;
649                                 }
650                         }
651                 });
652
653                 if(closest)
654                 {
655                         vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
656
657                         my_org = player.origin;
658                         my_vel = player.velocity;
659                         my_ang = player.angles;
660                         their_org = closest.origin;
661                         their_vel = closest.velocity;
662                         their_ang = closest.angles;
663
664                         Drop_Special_Items(closest);
665
666                         MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
667
668                         setorigin(player, their_org);
669                         setorigin(closest, my_org);
670
671                         closest.velocity = my_vel;
672                         closest.angles = my_ang;
673                         closest.fixangle = true;
674                         closest.oldorigin = my_org;
675                         closest.oldvelocity = my_vel;
676                         player.velocity = their_vel;
677                         player.angles = their_ang;
678                         player.fixangle = true;
679                         player.oldorigin = their_org;
680                         player.oldvelocity = their_vel;
681
682                         // set pusher so player gets the kill if they fall into void
683                         closest.pusher = player;
684                         closest.pushltime = time + autocvar_g_maxpushtime;
685                         closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
686
687                         Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
688                         Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
689
690                         sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
691                         sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
692
693                         // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
694                         player.buffs = 0;
695                         return true;
696                 }
697         }
698 }
699
700 bool buffs_RemovePlayer(entity player)
701 {
702         if(player.buff_model)
703         {
704                 delete(player.buff_model);
705                 player.buff_model = NULL;
706         }
707
708         // also reset timers here to prevent them continuing after spectating
709         player.buff_disability_time = 0;
710         player.buff_disability_effect_time = 0;
711
712         return false;
713 }
714 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
715 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
716
717 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
718 {
719         entity wp = M_ARGV(0, entity);
720         entity player = M_ARGV(1, entity);
721
722         entity e = WaypointSprite_getviewentity(player);
723
724         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
725         // but only apply this to real players, not to spectators
726         if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
727         if(DIFF_TEAM(wp.owner, e))
728                 return true;
729 }
730
731 MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
732 {
733         if(autocvar_g_buffs < 0)
734                 return; // no auto replacing of entities in this mode
735
736         entity ent = M_ARGV(0, entity);
737
738         if(autocvar_g_buffs_replace_powerups)
739         switch(ent.classname)
740         {
741                 case "item_strength":
742                 case "item_invincible":
743                 {
744                         entity e = spawn();
745                         buff_SpawnReplacement(e, ent);
746                         return true;
747                 }
748         }
749 }
750
751 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
752 {
753         entity player = M_ARGV(1, entity);
754
755         if(player.buffs & BUFF_SPEED.m_itemid)
756                 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
757
758         if(time < player.buff_disability_time)
759                 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
760 }
761
762 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
763 {
764         entity player = M_ARGV(1, entity);
765
766         if(player.buffs & BUFF_SPEED.m_itemid)
767                 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
768
769         if(time < player.buff_disability_time)
770                 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
771 }
772
773 .bool buff_flight_crouchheld;
774
775 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
776 {
777         entity player = M_ARGV(0, entity);
778
779         if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
780
781         if(player.buffs & BUFF_FLIGHT.m_itemid)
782         {
783                 if(!PHYS_INPUT_BUTTON_CROUCH(player))
784                         player.buff_flight_crouchheld = false;
785                 else if(!player.buff_flight_crouchheld)
786                 {
787                         player.buff_flight_crouchheld = true;
788                         player.gravity *= -1;
789                 }
790         }
791
792         if(time < player.buff_disability_time)
793         if(time >= player.buff_disability_effect_time)
794         {
795                 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
796                 player.buff_disability_effect_time = time + 0.5;
797         }
798
799         // handle buff lost status
800         // 1: notify everyone else
801         // 2: notify carrier as well
802         int buff_lost = 0;
803
804         if(player.buff_time && player.buffs)
805         if(time >= player.buff_time)
806         {
807                 player.buff_time = 0;
808                 buff_lost = 2;
809         }
810
811         if(STAT(FROZEN, player)) { buff_lost = 1; }
812
813         if(buff_lost)
814         {
815                 if(player.buffs)
816                 {
817                         int buffid = buff_FirstFromFlags(player.buffs).m_id;
818                         if(buff_lost == 2)
819                         {
820                                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
821                                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
822                         }
823                         else
824                                 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
825                         player.buffs = 0;
826                         PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
827                 }
828         }
829
830         if(player.buffs & BUFF_MAGNET.m_itemid)
831         {
832                 vector pickup_size;
833                 IL_EACH(g_items, it.itemdef,
834                 {
835                         if(it.buffs)
836                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
837                         else
838                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
839
840                         if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
841                         {
842                                 if(gettouch(it))
843                                         gettouch(it)(it, player);
844                         }
845                 });
846         }
847
848         if(player.buffs & BUFF_AMMO.m_itemid)
849         {
850                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
851                 {
852                         .entity weaponentity = weaponentities[slot];
853                         if(player.(weaponentity).clip_size)
854                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
855                 }
856         }
857
858         if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
859                 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
860
861         if(player.buffs & BUFF_MEDIC.m_itemid)
862         if(time >= player.buff_medic_healtime)
863         {
864                 buff_Medic_Heal(player);
865                 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
866         }
867
868 #define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
869 #define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) &&  (player.oldbuffs & (b).m_itemid))
870
871         if(player.buffs != player.oldbuffs)
872         {
873                 entity buff = buff_FirstFromFlags(player.buffs);
874                 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
875                 player.buff_time = (bufftime) ? time + bufftime : 0;
876
877                 BUFF_ONADD(BUFF_AMMO)
878                 {
879                         player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
880                         player.items |= IT_UNLIMITED_WEAPON_AMMO;
881
882                         if(player.buffs & BUFF_AMMO.m_itemid)
883                         {
884                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
885                                 {
886                                         .entity weaponentity = weaponentities[slot];
887                                         if(player.(weaponentity).clip_load)
888                                                 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
889                                         if(player.(weaponentity).clip_size)
890                                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
891                                 }
892                         }
893                 }
894
895                 BUFF_ONREM(BUFF_AMMO)
896                 {
897                         if(player.buff_ammo_prev_infitems)
898                                 player.items |= IT_UNLIMITED_WEAPON_AMMO;
899                         else
900                                 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
901
902                         if(player.buffs & BUFF_AMMO.m_itemid)
903                         {
904                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
905                                 {
906                                         .entity weaponentity = weaponentities[slot];
907                                         if(player.(weaponentity).buff_ammo_prev_clipload)
908                                                 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
909                                 }
910                         }
911                 }
912
913                 BUFF_ONADD(BUFF_INVISIBLE)
914                 {
915                         if(time < player.strength_finished && g_instagib)
916                                 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
917                         else
918                                 player.buff_invisible_prev_alpha = player.alpha;
919                         player.alpha = autocvar_g_buffs_invisible_alpha;
920                 }
921
922                 BUFF_ONREM(BUFF_INVISIBLE)
923                 {
924                         if(time < player.strength_finished && g_instagib)
925                                 player.alpha = autocvar_g_instagib_invis_alpha;
926                         else
927                                 player.alpha = player.buff_invisible_prev_alpha;
928                 }
929
930                 BUFF_ONADD(BUFF_FLIGHT)
931                 {
932                         player.buff_flight_oldgravity = player.gravity;
933                         if(!player.gravity)
934                                 player.gravity = 1;
935                 }
936
937                 BUFF_ONREM(BUFF_FLIGHT)
938                         player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
939
940                 player.oldbuffs = player.buffs;
941                 if(player.buffs)
942                 {
943                         if(!player.buff_model)
944                                 buffs_BuffModel_Spawn(player);
945
946                         player.buff_model.color = buff.m_color;
947                         player.buff_model.glowmod = buff_GlowColor(player.buff_model);
948                         player.buff_model.skin = buff.m_skin;
949
950                         player.effects |= EF_NOSHADOW;
951                 }
952                 else
953                 {
954                         if(player.buff_model)
955                                 delete(player.buff_model);
956                         player.buff_model = NULL;
957
958                         player.effects &= ~(EF_NOSHADOW);
959                 }
960         }
961
962         if(player.buff_model)
963         {
964                 player.buff_model.effects = player.effects;
965                 player.buff_model.effects |= EF_LOWPRECISION;
966                 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
967
968                 player.buff_model.alpha = player.alpha;
969         }
970
971 #undef BUFF_ONADD
972 #undef BUFF_ONREM
973 }
974
975 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
976 {
977         entity spectatee = M_ARGV(0, entity);
978         entity client = M_ARGV(1, entity);
979
980         client.buffs = spectatee.buffs;
981         client.buff_time = spectatee.buff_time;
982 }
983
984 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
985 {
986         entity player = M_ARGV(0, entity);
987
988         if(player.buffs & BUFF_MEDIC.m_itemid)
989         {
990                 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
991                 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
992                 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
993         }
994
995         if(player.buffs & BUFF_SPEED.m_itemid)
996                 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
997 }
998
999 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1000
1001 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1002 {
1003         if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1004                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1005 }
1006
1007 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1008 {
1009         if(autocvar_g_buffs > 0)
1010                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1011 }
1012
1013 void buffs_DelayedInit(entity this)
1014 {
1015         if(autocvar_g_buffs_spawn_count > 0)
1016         if(find(NULL, classname, "item_buff") == NULL)
1017         {
1018                 float i;
1019                 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1020                 {
1021                         entity e = spawn();
1022                         e.spawnflags |= 64; // always randomize
1023                         e.velocity = randomvec() * 250; // this gets reset anyway if random location works
1024                         buff_Init(e);
1025                 }
1026         }
1027 }