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Merge branch 'Mario/intrusive' into 'master'
[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.vehicle || !(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, Damage_Calculate)
441 {
442         entity frag_attacker = M_ARGV(1, entity);
443         entity frag_target = M_ARGV(2, entity);
444         float frag_deathtype = M_ARGV(3, float);
445         float frag_damage = M_ARGV(4, float);
446         vector frag_force = M_ARGV(6, vector);
447
448         if(frag_deathtype == DEATH_BUFF.m_id) { return; }
449
450         if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
451         {
452                 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
453                 frag_damage = bound(0, frag_damage - reduced, frag_damage);
454         }
455
456         if(frag_target.buffs & BUFF_SPEED.m_itemid)
457         if(frag_target != frag_attacker)
458                 frag_damage *= autocvar_g_buffs_speed_damage_take;
459
460         if(frag_target.buffs & BUFF_MEDIC.m_itemid)
461         if((frag_target.health - frag_damage) <= 0)
462         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
463         if(frag_attacker)
464         if(random() <= autocvar_g_buffs_medic_survive_chance)
465                 frag_damage = max(5, frag_target.health - autocvar_g_buffs_medic_survive_health);
466
467         if(frag_target.buffs & BUFF_JUMP.m_itemid)
468         if(frag_deathtype == DEATH_FALL.m_id)
469                 frag_damage = 0;
470
471         if(frag_target.buffs & BUFF_VENGEANCE.m_itemid)
472         if(frag_attacker)
473         if(frag_attacker != frag_target)
474         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
475         {
476                 entity dmgent = spawn();
477
478                 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
479                 dmgent.enemy = frag_attacker;
480                 dmgent.owner = frag_target;
481                 setthink(dmgent, buff_Vengeance_DelayedDamage);
482                 dmgent.nextthink = time + 0.1;
483         }
484
485         if(frag_target.buffs & BUFF_BASH.m_itemid)
486         if(frag_attacker != frag_target)
487                 frag_force = '0 0 0';
488
489         if(frag_attacker.buffs & BUFF_BASH.m_itemid)
490         if(frag_force)
491         if(frag_attacker == frag_target)
492                 frag_force *= autocvar_g_buffs_bash_force_self;
493         else
494                 frag_force *= autocvar_g_buffs_bash_force;
495
496         if(frag_attacker.buffs & BUFF_DISABILITY.m_itemid)
497         if(frag_target != frag_attacker)
498                 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
499
500         if(frag_target.buffs & BUFF_INFERNO.m_itemid)
501         {
502                 if(frag_deathtype == DEATH_FIRE.m_id)
503                         frag_damage = 0;
504                 if(frag_deathtype == DEATH_LAVA.m_id)
505                         frag_damage *= 0.5; // TODO: cvarize?
506         }
507
508         if(frag_attacker.buffs & BUFF_LUCK.m_itemid)
509         if(frag_attacker != frag_target)
510         if(autocvar_g_buffs_luck_damagemultiplier > 0)
511         if(random() <= autocvar_g_buffs_luck_chance)
512                 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
513
514         if(frag_attacker.buffs & BUFF_INFERNO.m_itemid)
515         if(frag_target != frag_attacker) {
516                 float btime = buff_Inferno_CalculateTime(
517                         frag_damage,
518                         0,
519                         autocvar_g_buffs_inferno_burntime_min_time,
520                         autocvar_g_buffs_inferno_burntime_target_damage,
521                         autocvar_g_buffs_inferno_burntime_target_time,
522                         autocvar_g_buffs_inferno_burntime_factor
523                 );
524                 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
525         }
526
527         // this... is ridiculous (TODO: fix!)
528         if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
529         if(!frag_target.vehicle)
530         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
531         if(!IS_DEAD(frag_target))
532         if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
533         if(frag_attacker != frag_target)
534         if(!STAT(FROZEN, frag_target))
535         if(frag_target.takedamage)
536         if(DIFF_TEAM(frag_attacker, frag_target))
537         {
538                 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);
539                 if(frag_target.armorvalue)
540                         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);
541         }
542
543         M_ARGV(4, float) = frag_damage;
544         M_ARGV(6, vector) = frag_force;
545 }
546
547 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
548 {
549         entity player = M_ARGV(0, entity);
550
551         player.buffs = 0;
552         player.buff_time = 0;
553         player.buff_shield = time + 0.5; // prevent picking up buffs immediately
554         // reset timers here to prevent them continuing after re-spawn
555         player.buff_disability_time = 0;
556         player.buff_disability_effect_time = 0;
557 }
558
559 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
560 {
561         entity player = M_ARGV(0, entity);
562         // these automatically reset, no need to worry
563
564         if(player.buffs & BUFF_SPEED.m_itemid)
565                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
566
567         if(time < player.buff_disability_time)
568                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
569 }
570
571 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
572 {
573         entity player = M_ARGV(0, entity);
574         // these automatically reset, no need to worry
575
576         if(player.buffs & BUFF_JUMP.m_itemid)
577                 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
578 }
579
580 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
581 {
582         entity mon = M_ARGV(0, entity);
583
584         if(time < mon.buff_disability_time)
585         {
586                 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
587                 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
588         }
589 }
590
591 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
592 {
593         entity frag_target = M_ARGV(2, entity);
594
595         if(frag_target.buffs)
596         {
597                 int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
598                 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
599                 frag_target.buffs = 0;
600
601                 if(frag_target.buff_model)
602                 {
603                         delete(frag_target.buff_model);
604                         frag_target.buff_model = NULL;
605                 }
606         }
607 }
608
609 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
610 {
611         if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
612
613         entity player = M_ARGV(0, entity);
614
615         if(player.buffs)
616         {
617                 int buffid = buff_FirstFromFlags(player.buffs).m_id;
618                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
619                 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
620
621                 player.buffs = 0;
622                 player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
623                 //player.buff_time = 0; // already notified
624                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
625                 return true;
626         }
627 }
628
629 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
630 {
631         if(MUTATOR_RETURNVALUE || game_stopped) return;
632         entity player = M_ARGV(0, entity);
633
634         if(player.buffs & BUFF_SWAPPER.m_itemid)
635         {
636                 float best_distance = autocvar_g_buffs_swapper_range;
637                 entity closest = NULL;
638                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
639                         if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
640                         if(DIFF_TEAM(it, player))
641                         {
642                                 float test = vlen2(player.origin - it.origin);
643                                 if(test <= best_distance * best_distance)
644                                 {
645                                         best_distance = sqrt(test);
646                                         closest = it;
647                                 }
648                         }
649                 ));
650
651                 if(closest)
652                 {
653                         vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
654
655                         my_org = player.origin;
656                         my_vel = player.velocity;
657                         my_ang = player.angles;
658                         their_org = closest.origin;
659                         their_vel = closest.velocity;
660                         their_ang = closest.angles;
661
662                         Drop_Special_Items(closest);
663
664                         MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
665
666                         setorigin(player, their_org);
667                         setorigin(closest, my_org);
668
669                         closest.velocity = my_vel;
670                         closest.angles = my_ang;
671                         closest.fixangle = true;
672                         closest.oldorigin = my_org;
673                         closest.oldvelocity = my_vel;
674                         player.velocity = their_vel;
675                         player.angles = their_ang;
676                         player.fixangle = true;
677                         player.oldorigin = their_org;
678                         player.oldvelocity = their_vel;
679
680                         // set pusher so player gets the kill if they fall into void
681                         closest.pusher = player;
682                         closest.pushltime = time + autocvar_g_maxpushtime;
683                         closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
684
685                         Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
686                         Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
687
688                         sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
689                         sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
690
691                         // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
692                         player.buffs = 0;
693                         return true;
694                 }
695         }
696 }
697
698 bool buffs_RemovePlayer(entity player)
699 {
700         if(player.buff_model)
701         {
702                 delete(player.buff_model);
703                 player.buff_model = NULL;
704         }
705
706         // also reset timers here to prevent them continuing after spectating
707         player.buff_disability_time = 0;
708         player.buff_disability_effect_time = 0;
709
710         return false;
711 }
712 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
713 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
714
715 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
716 {
717         entity wp = M_ARGV(0, entity);
718         entity player = M_ARGV(1, entity);
719
720         entity e = WaypointSprite_getviewentity(player);
721
722         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
723         // but only apply this to real players, not to spectators
724         if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
725         if(DIFF_TEAM(wp.owner, e))
726                 return true;
727 }
728
729 MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
730 {
731         if(autocvar_g_buffs < 0)
732                 return; // no auto replacing of entities in this mode
733
734         entity ent = M_ARGV(0, entity);
735
736         if(autocvar_g_buffs_replace_powerups)
737         switch(ent.classname)
738         {
739                 case "item_strength":
740                 case "item_invincible":
741                 {
742                         entity e = spawn();
743                         buff_SpawnReplacement(e, ent);
744                         return true;
745                 }
746         }
747 }
748
749 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
750 {
751         entity player = M_ARGV(1, entity);
752
753         if(player.buffs & BUFF_SPEED.m_itemid)
754                 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
755
756         if(time < player.buff_disability_time)
757                 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
758 }
759
760 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
761 {
762         entity player = M_ARGV(1, entity);
763
764         if(player.buffs & BUFF_SPEED.m_itemid)
765                 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
766
767         if(time < player.buff_disability_time)
768                 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
769 }
770
771 .bool buff_flight_crouchheld;
772
773 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
774 {
775         entity player = M_ARGV(0, entity);
776
777         if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
778
779         if(player.buffs & BUFF_FLIGHT.m_itemid)
780         {
781                 if(!PHYS_INPUT_BUTTON_CROUCH(player))
782                         player.buff_flight_crouchheld = false;
783                 else if(!player.buff_flight_crouchheld)
784                 {
785                         player.buff_flight_crouchheld = true;
786                         player.gravity *= -1;
787                 }
788         }
789
790         if(time < player.buff_disability_time)
791         if(time >= player.buff_disability_effect_time)
792         {
793                 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
794                 player.buff_disability_effect_time = time + 0.5;
795         }
796
797         // handle buff lost status
798         // 1: notify everyone else
799         // 2: notify carrier as well
800         int buff_lost = 0;
801
802         if(player.buff_time && player.buffs)
803         if(time >= player.buff_time)
804         {
805                 player.buff_time = 0;
806                 buff_lost = 2;
807         }
808
809         if(STAT(FROZEN, player)) { buff_lost = 1; }
810
811         if(buff_lost)
812         {
813                 if(player.buffs)
814                 {
815                         int buffid = buff_FirstFromFlags(player.buffs).m_id;
816                         if(buff_lost == 2)
817                         {
818                                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
819                                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
820                         }
821                         else
822                                 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
823                         player.buffs = 0;
824                         player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
825                 }
826         }
827
828         if(player.buffs & BUFF_MAGNET.m_itemid)
829         {
830                 vector pickup_size;
831                 IL_EACH(g_items, it.itemdef,
832                 {
833                         if(it.buffs)
834                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
835                         else
836                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
837
838                         if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
839                         {
840                                 if(gettouch(it))
841                                         gettouch(it)(it, player);
842                         }
843                 });
844         }
845
846         if(player.buffs & BUFF_AMMO.m_itemid)
847         {
848                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
849                 {
850                         .entity weaponentity = weaponentities[slot];
851                         if(player.(weaponentity).clip_size)
852                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
853                 }
854         }
855
856         if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
857                 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
858
859         if(player.buffs & BUFF_MEDIC.m_itemid)
860         if(time >= player.buff_medic_healtime)
861         {
862                 buff_Medic_Heal(player);
863                 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
864         }
865
866 #define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
867 #define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) &&  (player.oldbuffs & (b).m_itemid))
868
869         if(player.buffs != player.oldbuffs)
870         {
871                 entity buff = buff_FirstFromFlags(player.buffs);
872                 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
873                 player.buff_time = (bufftime) ? time + bufftime : 0;
874
875                 BUFF_ONADD(BUFF_AMMO)
876                 {
877                         player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
878                         player.items |= IT_UNLIMITED_WEAPON_AMMO;
879
880                         if(player.buffs & BUFF_AMMO.m_itemid)
881                         {
882                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
883                                 {
884                                         .entity weaponentity = weaponentities[slot];
885                                         if(player.(weaponentity).clip_load)
886                                                 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
887                                         if(player.(weaponentity).clip_size)
888                                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
889                                 }
890                         }
891                 }
892
893                 BUFF_ONREM(BUFF_AMMO)
894                 {
895                         if(player.buff_ammo_prev_infitems)
896                                 player.items |= IT_UNLIMITED_WEAPON_AMMO;
897                         else
898                                 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
899
900                         if(player.buffs & BUFF_AMMO.m_itemid)
901                         {
902                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
903                                 {
904                                         .entity weaponentity = weaponentities[slot];
905                                         if(player.(weaponentity).buff_ammo_prev_clipload)
906                                                 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
907                                 }
908                         }
909                 }
910
911                 BUFF_ONADD(BUFF_INVISIBLE)
912                 {
913                         if(time < player.strength_finished && g_instagib)
914                                 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
915                         else
916                                 player.buff_invisible_prev_alpha = player.alpha;
917                         player.alpha = autocvar_g_buffs_invisible_alpha;
918                 }
919
920                 BUFF_ONREM(BUFF_INVISIBLE)
921                 {
922                         if(time < player.strength_finished && g_instagib)
923                                 player.alpha = autocvar_g_instagib_invis_alpha;
924                         else
925                                 player.alpha = player.buff_invisible_prev_alpha;
926                 }
927
928                 BUFF_ONADD(BUFF_FLIGHT)
929                 {
930                         player.buff_flight_oldgravity = player.gravity;
931                         if(!player.gravity)
932                                 player.gravity = 1;
933                 }
934
935                 BUFF_ONREM(BUFF_FLIGHT)
936                         player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
937
938                 player.oldbuffs = player.buffs;
939                 if(player.buffs)
940                 {
941                         if(!player.buff_model)
942                                 buffs_BuffModel_Spawn(player);
943
944                         player.buff_model.color = buff.m_color;
945                         player.buff_model.glowmod = buff_GlowColor(player.buff_model);
946                         player.buff_model.skin = buff.m_skin;
947
948                         player.effects |= EF_NOSHADOW;
949                 }
950                 else
951                 {
952                         if(player.buff_model)
953                                 delete(player.buff_model);
954                         player.buff_model = NULL;
955
956                         player.effects &= ~(EF_NOSHADOW);
957                 }
958         }
959
960         if(player.buff_model)
961         {
962                 player.buff_model.effects = player.effects;
963                 player.buff_model.effects |= EF_LOWPRECISION;
964                 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
965
966                 player.buff_model.alpha = player.alpha;
967         }
968
969 #undef BUFF_ONADD
970 #undef BUFF_ONREM
971 }
972
973 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
974 {
975         entity spectatee = M_ARGV(0, entity);
976         entity client = M_ARGV(1, entity);
977
978         client.buffs = spectatee.buffs;
979         client.buff_time = spectatee.buff_time;
980 }
981
982 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
983 {
984         entity player = M_ARGV(0, entity);
985
986         if(player.buffs & BUFF_MEDIC.m_itemid)
987         {
988                 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
989                 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
990                 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
991         }
992
993         if(player.buffs & BUFF_SPEED.m_itemid)
994                 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
995 }
996
997 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
998
999 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1000 {
1001         if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1002                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1003 }
1004
1005 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1006 {
1007         if(autocvar_g_buffs > 0)
1008                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1009 }
1010
1011 void buffs_DelayedInit(entity this)
1012 {
1013         if(autocvar_g_buffs_spawn_count > 0)
1014         if(find(NULL, classname, "item_buff") == NULL)
1015         {
1016                 float i;
1017                 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1018                 {
1019                         entity e = spawn();
1020                         e.spawnflags |= 64; // always randomize
1021                         e.velocity = randomvec() * 250; // this gets reset anyway if random location works
1022                         buff_Init(e);
1023                 }
1024         }
1025 }