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URS: Ported Buffs mutator to URS.
[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                 {
429                         continue;
430                 }
431                 float hp = GetResourceAmount(it, RESOURCE_HEALTH);
432                 if(hp >= autocvar_g_balance_health_regenstable)
433                 {
434                         continue;
435                 }
436                 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
437                 SetResourceAmount(it, RESOURCE_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
438         });
439 }
440
441 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
442 {
443         return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
444 }
445
446 // mutator hooks
447 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
448 {
449         entity frag_attacker = M_ARGV(1, entity);
450         entity frag_target = M_ARGV(2, entity);
451         float frag_deathtype = M_ARGV(3, float);
452         float frag_damage = M_ARGV(4, float);
453         vector frag_force = M_ARGV(6, vector);
454
455         if(frag_deathtype == DEATH_BUFF.m_id) { return; }
456
457         if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
458         {
459                 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
460                 frag_damage = bound(0, frag_damage - reduced, frag_damage);
461         }
462
463         if(frag_target.buffs & BUFF_SPEED.m_itemid)
464         if(frag_target != frag_attacker)
465                 frag_damage *= autocvar_g_buffs_speed_damage_take;
466
467         if(frag_target.buffs & BUFF_MEDIC.m_itemid)
468         if((GetResourceAmount(frag_target, RESOURCE_HEALTH) - frag_damage) <= 0)
469         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
470         if(frag_attacker)
471         if(random() <= autocvar_g_buffs_medic_survive_chance)
472                 frag_damage = max(5, GetResourceAmount(frag_target, RESOURCE_HEALTH) - autocvar_g_buffs_medic_survive_health);
473
474         if(frag_target.buffs & BUFF_JUMP.m_itemid)
475         if(frag_deathtype == DEATH_FALL.m_id)
476                 frag_damage = 0;
477
478         if(frag_target.buffs & BUFF_VENGEANCE.m_itemid)
479         if(frag_attacker)
480         if(frag_attacker != frag_target)
481         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
482         {
483                 entity dmgent = spawn();
484
485                 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
486                 dmgent.enemy = frag_attacker;
487                 dmgent.owner = frag_target;
488                 setthink(dmgent, buff_Vengeance_DelayedDamage);
489                 dmgent.nextthink = time + 0.1;
490         }
491
492         if(frag_target.buffs & BUFF_BASH.m_itemid)
493         if(frag_attacker != frag_target)
494                 frag_force = '0 0 0';
495
496         if(frag_attacker.buffs & BUFF_BASH.m_itemid)
497         if(frag_force)
498         if(frag_attacker == frag_target)
499                 frag_force *= autocvar_g_buffs_bash_force_self;
500         else
501                 frag_force *= autocvar_g_buffs_bash_force;
502
503         if(frag_attacker.buffs & BUFF_DISABILITY.m_itemid)
504         if(frag_target != frag_attacker)
505                 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
506
507         if(frag_target.buffs & BUFF_INFERNO.m_itemid)
508         {
509                 if(frag_deathtype == DEATH_FIRE.m_id)
510                         frag_damage = 0;
511                 if(frag_deathtype == DEATH_LAVA.m_id)
512                         frag_damage *= 0.5; // TODO: cvarize?
513         }
514
515         if(frag_attacker.buffs & BUFF_LUCK.m_itemid)
516         if(frag_attacker != frag_target)
517         if(autocvar_g_buffs_luck_damagemultiplier > 0)
518         if(random() <= autocvar_g_buffs_luck_chance)
519                 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
520
521         if(frag_attacker.buffs & BUFF_INFERNO.m_itemid)
522         if(frag_target != frag_attacker) {
523                 float btime = buff_Inferno_CalculateTime(
524                         frag_damage,
525                         0,
526                         autocvar_g_buffs_inferno_burntime_min_time,
527                         autocvar_g_buffs_inferno_burntime_target_damage,
528                         autocvar_g_buffs_inferno_burntime_target_time,
529                         autocvar_g_buffs_inferno_burntime_factor
530                 );
531                 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
532         }
533
534         // this... is ridiculous (TODO: fix!)
535         if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
536         if(!frag_target.vehicle)
537         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
538         if(!IS_DEAD(frag_target))
539         if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
540         if(frag_attacker != frag_target)
541         if(!STAT(FROZEN, frag_target))
542         if(frag_target.takedamage)
543         if(DIFF_TEAM(frag_attacker, frag_target))
544         {
545                 float hp = GetResourceAmount(frag_attacker, RESOURCE_HEALTH);
546                 SetResourceAmount(frag_attacker, RESOURCE_HEALTH, bound(0, hp + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, GetResourceAmount(frag_target, RESOURCE_HEALTH)), g_pickup_healthsmall_max));
547                 if(frag_target.armorvalue)
548                         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);
549         }
550
551         M_ARGV(4, float) = frag_damage;
552         M_ARGV(6, vector) = frag_force;
553 }
554
555 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
556 {
557         entity player = M_ARGV(0, entity);
558
559         player.buffs = 0;
560         player.buff_time = 0;
561         PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately
562         // reset timers here to prevent them continuing after re-spawn
563         player.buff_disability_time = 0;
564         player.buff_disability_effect_time = 0;
565 }
566
567 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
568 {
569         entity player = M_ARGV(0, entity);
570         // these automatically reset, no need to worry
571
572         if(player.buffs & BUFF_SPEED.m_itemid)
573                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
574
575         if(time < player.buff_disability_time)
576                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
577 }
578
579 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
580 {
581         entity player = M_ARGV(0, entity);
582         // these automatically reset, no need to worry
583
584         if(player.buffs & BUFF_JUMP.m_itemid)
585                 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
586 }
587
588 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
589 {
590         entity mon = M_ARGV(0, entity);
591
592         if(time < mon.buff_disability_time)
593         {
594                 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
595                 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
596         }
597 }
598
599 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
600 {
601         entity frag_target = M_ARGV(2, entity);
602
603         if(frag_target.buffs)
604         {
605                 int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
606                 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
607                 frag_target.buffs = 0;
608
609                 if(frag_target.buff_model)
610                 {
611                         delete(frag_target.buff_model);
612                         frag_target.buff_model = NULL;
613                 }
614         }
615 }
616
617 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
618 {
619         if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
620
621         entity player = M_ARGV(0, entity);
622
623         if(player.buffs)
624         {
625                 int buffid = buff_FirstFromFlags(player.buffs).m_id;
626                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
627                 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
628
629                 player.buffs = 0;
630                 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
631                 //player.buff_time = 0; // already notified
632                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
633                 return true;
634         }
635 }
636
637 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
638 {
639         if(MUTATOR_RETURNVALUE || game_stopped) return;
640         entity player = M_ARGV(0, entity);
641
642         if(player.buffs & BUFF_SWAPPER.m_itemid)
643         {
644                 float best_distance = autocvar_g_buffs_swapper_range;
645                 entity closest = NULL;
646                 FOREACH_CLIENT(IS_PLAYER(it), {
647                         if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
648                         if(DIFF_TEAM(it, player))
649                         {
650                                 float test = vlen2(player.origin - it.origin);
651                                 if(test <= best_distance * best_distance)
652                                 {
653                                         best_distance = sqrt(test);
654                                         closest = it;
655                                 }
656                         }
657                 });
658
659                 if(closest)
660                 {
661                         vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
662
663                         my_org = player.origin;
664                         my_vel = player.velocity;
665                         my_ang = player.angles;
666                         their_org = closest.origin;
667                         their_vel = closest.velocity;
668                         their_ang = closest.angles;
669
670                         Drop_Special_Items(closest);
671
672                         MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
673
674                         setorigin(player, their_org);
675                         setorigin(closest, my_org);
676
677                         closest.velocity = my_vel;
678                         closest.angles = my_ang;
679                         closest.fixangle = true;
680                         closest.oldorigin = my_org;
681                         closest.oldvelocity = my_vel;
682                         player.velocity = their_vel;
683                         player.angles = their_ang;
684                         player.fixangle = true;
685                         player.oldorigin = their_org;
686                         player.oldvelocity = their_vel;
687
688                         // set pusher so player gets the kill if they fall into void
689                         closest.pusher = player;
690                         closest.pushltime = time + autocvar_g_maxpushtime;
691                         closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
692
693                         Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
694                         Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
695
696                         sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
697                         sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
698
699                         // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
700                         player.buffs = 0;
701                         return true;
702                 }
703         }
704 }
705
706 bool buffs_RemovePlayer(entity player)
707 {
708         if(player.buff_model)
709         {
710                 delete(player.buff_model);
711                 player.buff_model = NULL;
712         }
713
714         // also reset timers here to prevent them continuing after spectating
715         player.buff_disability_time = 0;
716         player.buff_disability_effect_time = 0;
717
718         return false;
719 }
720 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
721 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
722
723 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
724 {
725         entity wp = M_ARGV(0, entity);
726         entity player = M_ARGV(1, entity);
727
728         entity e = WaypointSprite_getviewentity(player);
729
730         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
731         // but only apply this to real players, not to spectators
732         if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
733         if(DIFF_TEAM(wp.owner, e))
734                 return true;
735 }
736
737 MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
738 {
739         if(autocvar_g_buffs < 0)
740                 return; // no auto replacing of entities in this mode
741
742         entity ent = M_ARGV(0, entity);
743
744         if(autocvar_g_buffs_replace_powerups)
745         switch(ent.classname)
746         {
747                 case "item_strength":
748                 case "item_invincible":
749                 {
750                         entity e = spawn();
751                         buff_SpawnReplacement(e, ent);
752                         return true;
753                 }
754         }
755 }
756
757 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
758 {
759         entity player = M_ARGV(1, entity);
760
761         if(player.buffs & BUFF_SPEED.m_itemid)
762                 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
763
764         if(time < player.buff_disability_time)
765                 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
766 }
767
768 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
769 {
770         entity player = M_ARGV(1, entity);
771
772         if(player.buffs & BUFF_SPEED.m_itemid)
773                 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
774
775         if(time < player.buff_disability_time)
776                 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
777 }
778
779 .bool buff_flight_crouchheld;
780
781 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
782 {
783         entity player = M_ARGV(0, entity);
784
785         if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
786
787         if(player.buffs & BUFF_FLIGHT.m_itemid)
788         {
789                 if(!PHYS_INPUT_BUTTON_CROUCH(player))
790                         player.buff_flight_crouchheld = false;
791                 else if(!player.buff_flight_crouchheld)
792                 {
793                         player.buff_flight_crouchheld = true;
794                         player.gravity *= -1;
795                 }
796         }
797
798         if(time < player.buff_disability_time)
799         if(time >= player.buff_disability_effect_time)
800         {
801                 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
802                 player.buff_disability_effect_time = time + 0.5;
803         }
804
805         // handle buff lost status
806         // 1: notify everyone else
807         // 2: notify carrier as well
808         int buff_lost = 0;
809
810         if(player.buff_time && player.buffs)
811         if(time >= player.buff_time)
812         {
813                 player.buff_time = 0;
814                 buff_lost = 2;
815         }
816
817         if(STAT(FROZEN, player)) { buff_lost = 1; }
818
819         if(buff_lost)
820         {
821                 if(player.buffs)
822                 {
823                         int buffid = buff_FirstFromFlags(player.buffs).m_id;
824                         if(buff_lost == 2)
825                         {
826                                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
827                                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
828                         }
829                         else
830                                 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
831                         player.buffs = 0;
832                         PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
833                 }
834         }
835
836         if(player.buffs & BUFF_MAGNET.m_itemid)
837         {
838                 vector pickup_size;
839                 IL_EACH(g_items, it.itemdef,
840                 {
841                         if(it.buffs)
842                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
843                         else
844                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
845
846                         if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
847                         {
848                                 if(gettouch(it))
849                                         gettouch(it)(it, player);
850                         }
851                 });
852         }
853
854         if(player.buffs & BUFF_AMMO.m_itemid)
855         {
856                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
857                 {
858                         .entity weaponentity = weaponentities[slot];
859                         if(player.(weaponentity).clip_size)
860                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
861                 }
862         }
863
864         if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
865                 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
866
867         if(player.buffs & BUFF_MEDIC.m_itemid)
868         if(time >= player.buff_medic_healtime)
869         {
870                 buff_Medic_Heal(player);
871                 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
872         }
873
874 #define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
875 #define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) &&  (player.oldbuffs & (b).m_itemid))
876
877         if(player.buffs != player.oldbuffs)
878         {
879                 entity buff = buff_FirstFromFlags(player.buffs);
880                 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
881                 player.buff_time = (bufftime) ? time + bufftime : 0;
882
883                 BUFF_ONADD(BUFF_AMMO)
884                 {
885                         player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
886                         player.items |= IT_UNLIMITED_WEAPON_AMMO;
887
888                         if(player.buffs & BUFF_AMMO.m_itemid)
889                         {
890                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
891                                 {
892                                         .entity weaponentity = weaponentities[slot];
893                                         if(player.(weaponentity).clip_load)
894                                                 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
895                                         if(player.(weaponentity).clip_size)
896                                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
897                                 }
898                         }
899                 }
900
901                 BUFF_ONREM(BUFF_AMMO)
902                 {
903                         if(player.buff_ammo_prev_infitems)
904                                 player.items |= IT_UNLIMITED_WEAPON_AMMO;
905                         else
906                                 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
907
908                         if(player.buffs & BUFF_AMMO.m_itemid)
909                         {
910                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
911                                 {
912                                         .entity weaponentity = weaponentities[slot];
913                                         if(player.(weaponentity).buff_ammo_prev_clipload)
914                                                 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
915                                 }
916                         }
917                 }
918
919                 BUFF_ONADD(BUFF_INVISIBLE)
920                 {
921                         if(time < player.strength_finished && g_instagib)
922                                 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
923                         else
924                                 player.buff_invisible_prev_alpha = player.alpha;
925                         player.alpha = autocvar_g_buffs_invisible_alpha;
926                 }
927
928                 BUFF_ONREM(BUFF_INVISIBLE)
929                 {
930                         if(time < player.strength_finished && g_instagib)
931                                 player.alpha = autocvar_g_instagib_invis_alpha;
932                         else
933                                 player.alpha = player.buff_invisible_prev_alpha;
934                 }
935
936                 BUFF_ONADD(BUFF_FLIGHT)
937                 {
938                         player.buff_flight_oldgravity = player.gravity;
939                         if(!player.gravity)
940                                 player.gravity = 1;
941                 }
942
943                 BUFF_ONREM(BUFF_FLIGHT)
944                         player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
945
946                 player.oldbuffs = player.buffs;
947                 if(player.buffs)
948                 {
949                         if(!player.buff_model)
950                                 buffs_BuffModel_Spawn(player);
951
952                         player.buff_model.color = buff.m_color;
953                         player.buff_model.glowmod = buff_GlowColor(player.buff_model);
954                         player.buff_model.skin = buff.m_skin;
955
956                         player.effects |= EF_NOSHADOW;
957                 }
958                 else
959                 {
960                         if(player.buff_model)
961                                 delete(player.buff_model);
962                         player.buff_model = NULL;
963
964                         player.effects &= ~(EF_NOSHADOW);
965                 }
966         }
967
968         if(player.buff_model)
969         {
970                 player.buff_model.effects = player.effects;
971                 player.buff_model.effects |= EF_LOWPRECISION;
972                 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
973
974                 player.buff_model.alpha = player.alpha;
975         }
976
977 #undef BUFF_ONADD
978 #undef BUFF_ONREM
979 }
980
981 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
982 {
983         entity spectatee = M_ARGV(0, entity);
984         entity client = M_ARGV(1, entity);
985
986         client.buffs = spectatee.buffs;
987         client.buff_time = spectatee.buff_time;
988 }
989
990 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
991 {
992         entity player = M_ARGV(0, entity);
993
994         if(player.buffs & BUFF_MEDIC.m_itemid)
995         {
996                 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
997                 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
998                 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
999         }
1000
1001         if(player.buffs & BUFF_SPEED.m_itemid)
1002                 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1003 }
1004
1005 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1006
1007 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1008 {
1009         if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1010                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1011 }
1012
1013 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1014 {
1015         if(autocvar_g_buffs > 0)
1016                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1017 }
1018
1019 void buffs_DelayedInit(entity this)
1020 {
1021         if(autocvar_g_buffs_spawn_count > 0)
1022         if(find(NULL, classname, "item_buff") == NULL)
1023         {
1024                 float i;
1025                 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1026                 {
1027                         entity e = spawn();
1028                         e.spawnflags |= 64; // always randomize
1029                         e.velocity = randomvec() * 250; // this gets reset anyway if random location works
1030                         buff_Init(e);
1031                 }
1032         }
1033 }