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Merge branch 'master' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / buffs / sv_buffs.qc
1 #include "sv_buffs.qh"
2
3 #include <common/mapobjects/target/music.qh>
4 #include <common/mutators/mutator/instagib/_mod.qh>
5 #include <common/gamemodes/_mod.qh>
6 #include <server/items/items.qh>
7
8 bool buffs_BuffModel_Customize(entity this, entity client)
9 {
10         entity player = WaypointSprite_getviewentity(client);
11         entity myowner = this.owner;
12
13         if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0)
14                 return false;
15
16         if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
17                 return false;
18
19         if(player == myowner)
20         {
21                 // somewhat hide the model, but keep the glow
22                 this.effects = 0;
23                 this.alpha = -1;
24         }
25         else
26         {
27                 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
28                 this.alpha = 1;
29         }
30         return true;
31 }
32
33 void buffs_BuffModel_Spawn(entity player)
34 {
35         player.buff_model = new(buff_model);
36         setmodel(player.buff_model, MDL_BUFF);
37         setsize(player.buff_model, '0 0 -40', '0 0 40');
38         setattachment(player.buff_model, player, "");
39         setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
40         player.buff_model.owner = player;
41         player.buff_model.scale = 0.7;
42         player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
43         player.buff_model.light_lev = 200;
44         setcefc(player.buff_model, buffs_BuffModel_Customize);
45 }
46
47 void buffs_BuffModel_Remove(entity player)
48 {
49         if(player.buff_model)
50                 delete(player.buff_model);
51         player.buff_model = NULL;
52 }
53
54 vector buff_GlowColor(entity buff)
55 {
56         //if(buff.team_forced) { return Team_ColorRGB(buff.team_forced); }
57         return buff.m_color;
58 }
59
60 void buff_Effect(entity player, string eff)
61 {
62         if(!autocvar_g_buffs_effects) { return; }
63
64         if(time >= player.buff_effect_delay)
65         {
66                 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
67                 player.buff_effect_delay = time + 0.05; // prevent spam
68         }
69 }
70
71 // buff item
72 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
73 {
74         if(!this.owner.buff_active && !this.owner.buff_activetime)
75                 return false;
76
77         if (STAT(BUFFS, view))
78         {
79                 return CS_CVAR(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
80         }
81
82         return WaypointSprite_visible_for_player(this, player, view);
83 }
84
85 void buff_Waypoint_Spawn(entity e)
86 {
87         if(autocvar_g_buffs_waypoint_distance <= 0) return;
88
89         entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
90         entity wp = WaypointSprite_Spawn(WP_Buff, 0, autocvar_g_buffs_waypoint_distance, e, '0 0 1' * e.maxs.z, NULL, e.team_forced, e, buff_waypoint, true, RADARICON_Buff);
91         wp.wp_extra = buff.m_id;
92         WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
93         e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
94 }
95
96 void buff_SetCooldown(entity this, float cd)
97 {
98         cd = max(0, cd);
99
100         if(!this.buff_waypoint)
101                 buff_Waypoint_Spawn(this);
102
103         if(this.buff_waypoint)
104                 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
105
106         this.buff_activetime = cd;
107         this.buff_active = !cd;
108 }
109
110 void buff_Respawn(entity this)
111 {
112         if(game_stopped) return;
113
114         vector oldbufforigin = this.origin;
115         this.velocity = '0 0 200';
116
117         if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
118                 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
119         {
120                 entity spot = SelectSpawnPoint(this, true);
121                 setorigin(this, spot.origin);
122                 this.velocity = ((randomvec() * 100) + '0 0 200');
123                 this.angles = spot.angles;
124         }
125
126         tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
127
128         setorigin(this, trace_endpos); // attempt to unstick
129
130         set_movetype(this, MOVETYPE_TOSS);
131
132         makevectors(this.angles);
133         this.angles = '0 0 0';
134         if(autocvar_g_buffs_random_lifetime > 0)
135                 this.lifetime = time + autocvar_g_buffs_random_lifetime;
136
137         Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
138         Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
139
140         WaypointSprite_Ping(this.buff_waypoint);
141
142         sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
143 }
144
145 void buff_Touch(entity this, entity toucher)
146 {
147         if(game_stopped) return;
148
149         if(ITEM_TOUCH_NEEDKILL())
150         {
151                 buff_Respawn(this);
152                 return;
153         }
154
155         if(!this.buff_active)
156                 return;
157
158         if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
159                 return;
160         toucher = M_ARGV(1, entity);
161
162         if(!IS_PLAYER(toucher))
163                 return; // incase mutator changed toucher
164
165         if((this.team_forced && toucher.team != this.team_forced)
166         || (STAT(FROZEN, toucher))
167         || (toucher.vehicle)
168         || (time < PS(toucher).buff_shield)
169         )
170         {
171                 // can't touch this
172                 return;
173         }
174
175         if (STAT(BUFFS, toucher))
176         {
177                 if (CS_CVAR(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
178                 {
179                         // TODO: lost-gained notification for this case
180                         int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
181                         Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
182                         if(!IS_INDEPENDENT_PLAYER(toucher))
183                                 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
184
185                         STAT(BUFFS, toucher) = 0;
186                         //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
187                 }
188                 else { return; } // do nothing
189         }
190
191         this.owner = toucher;
192         this.buff_active = false;
193         this.lifetime = 0;
194         entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
195         Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
196         if(!IS_INDEPENDENT_PLAYER(toucher))
197                 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
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         STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
202         STAT(LAST_PICKUP, toucher) = time;
203         float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
204         if(bufftime)
205                 STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
206 }
207
208 float buff_Available(entity buff)
209 {
210         if (buff == BUFF_Null)
211                 return false;
212         if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
213                 return false;
214         if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
215                 return false;
216         return cvar(strcat("g_buffs_", buff.netname));
217 }
218
219 .int buff_seencount;
220
221 void buff_NewType(entity ent)
222 {
223         RandomSelection_Init();
224         FOREACH(Buffs, buff_Available(it),
225         {
226                 // if it's already been chosen, give it a lower priority
227                 float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
228                 RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
229         });
230         entity newbuff = RandomSelection_chosen_ent;
231         newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
232         STAT(BUFFS, ent) = newbuff.m_itemid;
233 }
234
235 void buff_Think(entity this)
236 {
237         if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0)
238                 WaypointSprite_Kill(this.buff_waypoint);
239
240         if(STAT(BUFFS, this) != this.oldbuffs)
241         {
242                 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
243                 this.color = buff.m_color;
244                 this.glowmod = buff_GlowColor(buff);
245                 this.skin = buff.m_skin;
246
247                 setmodel(this, MDL_BUFF);
248                 setsize(this, BUFF_MIN, BUFF_MAX);
249
250                 if(this.buff_waypoint)
251                 {
252                         //WaypointSprite_Disown(this.buff_waypoint, 1);
253                         WaypointSprite_Kill(this.buff_waypoint);
254                         buff_Waypoint_Spawn(this);
255                         if(this.buff_activetime)
256                                 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
257                 }
258
259                 this.oldbuffs = STAT(BUFFS, this);
260         }
261
262         if(!game_stopped)
263         if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
264         if(!this.buff_activetime_updated)
265         {
266                 buff_SetCooldown(this, this.buff_activetime);
267                 this.buff_activetime_updated = true;
268         }
269
270         if(!this.buff_active && !this.buff_activetime)
271         if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || this.owner.vehicle || !(STAT(BUFFS, this.owner) & STAT(BUFFS, this)) || this.pickup_anyway > 0 || (this.pickup_anyway >= 0 && autocvar_g_buffs_pickup_anyway))
272         {
273                 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
274                 this.owner = NULL;
275                 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
276                         buff_NewType(this);
277
278                 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
279                         buff_Respawn(this);
280         }
281
282         if(this.buff_activetime)
283         if(!game_stopped)
284         if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
285         {
286                 this.buff_activetime = max(0, this.buff_activetime - frametime);
287
288                 if(!this.buff_activetime)
289                 {
290                         this.buff_active = true;
291                         sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
292                         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
293                 }
294         }
295
296         if(this.buff_active)
297         {
298                 if(this.team_forced && !this.buff_waypoint)
299                         buff_Waypoint_Spawn(this);
300
301                 if(this.lifetime && time >= this.lifetime)
302                         buff_Respawn(this);
303         }
304
305         this.nextthink = time;
306         //this.angles_y = time * 110.1;
307 }
308
309 void buff_Waypoint_Reset(entity this)
310 {
311         WaypointSprite_Kill(this.buff_waypoint);
312
313         if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
314 }
315
316 void buff_Reset(entity this)
317 {
318         if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
319                 buff_NewType(this);
320         this.owner = NULL;
321         buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
322         buff_Waypoint_Reset(this);
323         this.buff_activetime_updated = false;
324
325         if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
326                 buff_Respawn(this);
327 }
328
329 bool buff_Customize(entity this, entity client)
330 {
331         entity player = WaypointSprite_getviewentity(client);
332         if(!this.buff_active || (this.team_forced && player.team != this.team_forced))
333         {
334                 this.alpha = 0.3;
335                 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
336                 this.pflags = 0;
337         }
338         else
339         {
340                 this.alpha = 1;
341                 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
342                 this.light_lev = 220 + 36 * sin(time);
343                 this.pflags = PFLAGS_FULLDYNAMIC;
344         }
345         return true;
346 }
347
348 void buff_Delete(entity this)
349 {
350         WaypointSprite_Kill(this.buff_waypoint);
351         delete_fn(this);
352 }
353
354 void buff_Init(entity this)
355 {
356         if(!cvar("g_buffs")) { delete(this); return; }
357
358         entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
359
360         if(!STAT(BUFFS, this) || !buff_Available(buff))
361                 buff_NewType(this);
362
363         this.classname = "item_buff";
364         this.solid = SOLID_TRIGGER;
365         this.flags = FL_ITEM;
366         this.bot_pickup = true;
367         this.bot_pickupevalfunc = generic_pickupevalfunc;
368         this.bot_pickupbasevalue = 1000;
369         IL_PUSH(g_items, this);
370         setthink(this, buff_Think);
371         settouch(this, buff_Touch);
372         this.reset = buff_Reset;
373         this.nextthink = time + 0.1;
374         this.gravity = 1;
375         set_movetype(this, MOVETYPE_TOSS);
376         this.scale = 1;
377         this.skin = buff.m_skin;
378         this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
379         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
380         setcefc(this, buff_Customize);
381         //this.gravity = 100;
382         this.color = buff.m_color;
383         this.glowmod = buff_GlowColor(this);
384         buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
385         this.buff_active = !this.buff_activetime;
386         this.pflags = PFLAGS_FULLDYNAMIC;
387         this.dtor = buff_Delete;
388
389         if(this.spawnflags & 1)
390                 this.noalign = true;
391
392         if(this.noalign)
393                 set_movetype(this, MOVETYPE_NONE); // reset by random location
394
395         setmodel(this, MDL_BUFF);
396         setsize(this, BUFF_MIN, BUFF_MAX);
397
398         if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
399                 buff_Respawn(this);
400 }
401
402 void buff_Init_Compat(entity ent, entity replacement)
403 {
404         if (teamplay)
405         {
406                 if (ent.spawnflags & 2)
407                         ent.team_forced = NUM_TEAM_1;
408                 else if (ent.spawnflags & 4)
409                         ent.team_forced = NUM_TEAM_2;
410         }
411
412         STAT(BUFFS, ent) = replacement.m_itemid;
413
414         buff_Init(ent);
415 }
416
417 void buff_SpawnReplacement(entity ent, entity old)
418 {
419         setorigin(ent, old.origin);
420         ent.angles = old.angles;
421         ent.noalign = Item_ShouldKeepPosition(old);
422
423         buff_Init(ent);
424 }
425
426 void buff_Vengeance_DelayedDamage(entity this)
427 {
428         if(this.enemy)
429                 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
430
431         delete(this);
432         return;
433 }
434
435 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
436 {
437         return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
438 }
439
440 // mutator hooks
441 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
442 {
443         entity frag_attacker = M_ARGV(1, entity);
444         entity frag_target = M_ARGV(2, entity);
445         float frag_deathtype = M_ARGV(3, float);
446         float frag_damage = M_ARGV(4, float);
447         vector frag_force = M_ARGV(6, vector);
448
449         if(frag_deathtype == DEATH_BUFF.m_id) { return; }
450
451         if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
452         {
453                 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
454                 frag_damage = bound(0, frag_damage - reduced, frag_damage);
455         }
456
457         if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
458         if(frag_target != frag_attacker)
459                 frag_damage *= autocvar_g_buffs_speed_damage_take;
460
461         if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
462         if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
463         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
464         if(frag_attacker)
465         if(random() <= autocvar_g_buffs_medic_survive_chance)
466                 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
467
468         if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
469         if(frag_deathtype == DEATH_FALL.m_id)
470                 frag_damage = 0;
471
472         if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
473         if(frag_attacker)
474         if(frag_attacker != frag_target)
475         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
476         {
477                 entity dmgent = new_pure(dmgent);
478
479                 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
480                 dmgent.enemy = frag_attacker;
481                 dmgent.owner = frag_target;
482                 setthink(dmgent, buff_Vengeance_DelayedDamage);
483                 dmgent.nextthink = time + 0.1;
484         }
485
486         if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
487         if(frag_attacker != frag_target)
488                 frag_force = '0 0 0';
489
490         if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
491         if(frag_force)
492         {
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
499         if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
500         if(frag_target != frag_attacker)
501                 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
502
503         if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
504         {
505                 if(frag_deathtype == DEATH_FIRE.m_id)
506                         frag_damage = 0;
507                 if(frag_deathtype == DEATH_LAVA.m_id)
508                         frag_damage *= 0.5; // TODO: cvarize?
509         }
510
511         if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
512         if(frag_attacker != frag_target)
513         if(autocvar_g_buffs_luck_damagemultiplier > 0)
514         if(random() <= autocvar_g_buffs_luck_chance)
515                 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
516
517         if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
518         if(frag_target != frag_attacker) {
519                 float btime = buff_Inferno_CalculateTime(
520                         frag_damage,
521                         0,
522                         autocvar_g_buffs_inferno_burntime_min_time,
523                         autocvar_g_buffs_inferno_burntime_target_damage,
524                         autocvar_g_buffs_inferno_burntime_target_time,
525                         autocvar_g_buffs_inferno_burntime_factor
526                 );
527                 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
528         }
529
530         M_ARGV(4, float) = frag_damage;
531         M_ARGV(6, vector) = frag_force;
532 }
533
534 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
535 {
536         entity frag_attacker = M_ARGV(1, entity);
537         entity frag_target = M_ARGV(2, entity);
538         if(!(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid))
539                 return;
540         float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
541
542         if(time >= frag_target.spawnshieldtime &&
543                 frag_target != frag_attacker &&
544                 IS_PLAYER(frag_attacker) &&
545                 !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
546         {
547                 GiveResource(frag_attacker, RES_HEALTH,
548                         autocvar_g_buffs_vampire_damage_steal * health_take);
549         }
550 }
551
552 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
553 {
554         entity player = M_ARGV(0, entity);
555
556         buffs_BuffModel_Remove(player);
557         player.oldbuffs = 0;
558         // reset timers here to prevent them continuing after re-spawn
559         player.buff_disability_time = 0;
560         player.buff_disability_effect_time = 0;
561 }
562
563 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
564 {
565         entity player = M_ARGV(0, entity);
566         // these automatically reset, no need to worry
567
568         if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
569                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
570
571         if(time < player.buff_disability_time)
572                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
573 }
574
575 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
576 {
577         entity player = M_ARGV(0, entity);
578         // these automatically reset, no need to worry
579
580         if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
581                 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
582 }
583
584 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
585 {
586         entity mon = M_ARGV(0, entity);
587
588         if(time < mon.buff_disability_time)
589         {
590                 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
591                 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
592         }
593 }
594
595 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
596 {
597         entity frag_target = M_ARGV(2, entity);
598
599         if(STAT(BUFFS, frag_target))
600         {
601                 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
602                 if(!IS_INDEPENDENT_PLAYER(frag_target))
603                         Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
604                 STAT(BUFFS, frag_target) = 0;
605                 STAT(BUFF_TIME, frag_target) = 0;
606
607                 buffs_BuffModel_Remove(frag_target);
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(STAT(BUFFS, player))
618         {
619                 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
620                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
621                 if(!IS_INDEPENDENT_PLAYER(player))
622                         Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
623
624                 STAT(BUFFS, player) = 0;
625                 STAT(BUFF_TIME, player) = 0;
626                 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
627                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
628                 return true;
629         }
630 }
631
632 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
633 {
634         if(MUTATOR_RETURNVALUE || game_stopped) return;
635         entity player = M_ARGV(0, entity);
636
637         if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
638         {
639                 float best_distance = autocvar_g_buffs_swapper_range;
640                 entity closest = NULL;
641                 FOREACH_CLIENT(IS_PLAYER(it), {
642                         if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
643                         if(DIFF_TEAM(it, player))
644                         {
645                                 float test = vlen2(player.origin - it.origin);
646                                 if(test <= best_distance * best_distance)
647                                 {
648                                         best_distance = sqrt(test);
649                                         closest = it;
650                                 }
651                         }
652                 });
653
654                 if(closest)
655                 {
656                         vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
657
658                         my_org = player.origin;
659                         my_vel = player.velocity;
660                         my_ang = player.angles;
661                         their_org = closest.origin;
662                         their_vel = closest.velocity;
663                         their_ang = closest.angles;
664
665                         Drop_Special_Items(closest);
666
667                         MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
668
669                         setorigin(player, their_org);
670                         setorigin(closest, my_org);
671
672                         closest.velocity = my_vel;
673                         closest.angles = my_ang;
674                         if (IS_BOT_CLIENT(closest))
675                         {
676                                 closest.v_angle = closest.angles;
677                                 bot_aim_reset(closest);
678                         }
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                         if (IS_BOT_CLIENT(player))
685                         {
686                                 player.v_angle = player.angles;
687                                 bot_aim_reset(player);
688                         }
689                         player.fixangle = true;
690                         player.oldorigin = their_org;
691                         player.oldvelocity = their_vel;
692
693                         // set pusher so player gets the kill if they fall into void
694                         closest.pusher = player;
695                         closest.pushltime = time + autocvar_g_maxpushtime;
696                         closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
697
698                         Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
699                         Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
700
701                         sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
702                         sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
703
704                         // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
705                         STAT(BUFFS, player) = 0;
706                         return true;
707                 }
708         }
709 }
710
711 bool buffs_RemovePlayer(entity player)
712 {
713         buffs_BuffModel_Remove(player);
714
715         // also reset timers here to prevent them continuing after spectating
716         player.buff_disability_time = 0;
717         player.buff_disability_effect_time = 0;
718
719         return false;
720 }
721 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
722 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
723
724 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
725 {
726         entity wp = M_ARGV(0, entity);
727         entity player = M_ARGV(1, entity);
728
729         entity e = WaypointSprite_getviewentity(player);
730
731         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
732         // but only apply this to real players, not to spectators
733         if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
734         if(DIFF_TEAM(wp.owner, e))
735                 return true;
736 }
737
738 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
739 {
740         if(autocvar_g_buffs < 0)
741                 return false; // no auto replacing of entities in this mode
742
743         entity item = M_ARGV(0, entity);
744
745         if(autocvar_g_buffs_replace_powerups)
746         {
747                 switch(item.classname)
748                 {
749                         case "item_strength":
750                         case "item_shield":
751                         {
752                                 entity e = spawn();
753                                 buff_SpawnReplacement(e, item);
754                                 return true;
755                         }
756                 }
757         }
758
759         return false;
760 }
761
762 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
763 {
764         entity player = M_ARGV(1, entity);
765
766         if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
767                 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
768
769         if(time < player.buff_disability_time)
770                 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
771 }
772
773 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
774 {
775         entity player = M_ARGV(1, entity);
776
777         if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
778                 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
779
780         if(time < player.buff_disability_time)
781                 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
782 }
783
784 .bool buff_flight_crouchheld;
785
786 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
787 {
788         entity player = M_ARGV(0, entity);
789
790         if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
791
792         if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
793         {
794                 if(!PHYS_INPUT_BUTTON_CROUCH(player))
795                         player.buff_flight_crouchheld = false;
796                 else if(!player.buff_flight_crouchheld)
797                 {
798                         player.buff_flight_crouchheld = true;
799                         player.gravity *= -1;
800                 }
801         }
802
803         if(time < player.buff_disability_time)
804         if(time >= player.buff_disability_effect_time)
805         {
806                 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
807                 player.buff_disability_effect_time = time + 0.5;
808         }
809
810         // handle buff lost status
811         // 1: notify everyone else
812         // 2: notify carrier as well
813         int buff_lost = 0;
814
815         if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
816         if(time >= STAT(BUFF_TIME, player))
817         {
818                 STAT(BUFF_TIME, player) = 0;
819                 buff_lost = 2;
820         }
821
822         if(STAT(FROZEN, player)) { buff_lost = 1; }
823
824         if(buff_lost)
825         {
826                 if(STAT(BUFFS, player))
827                 {
828                         int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
829                         if(buff_lost == 2)
830                         {
831                                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
832                                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
833                         }
834                         else if(!IS_INDEPENDENT_PLAYER(player))
835                                 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
836                         STAT(BUFFS, player) = 0;
837                         PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
838                 }
839         }
840
841         if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
842         {
843                 vector pickup_size;
844                 IL_EACH(g_items, it.itemdef,
845                 {
846                         if(STAT(BUFFS, it))
847                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
848                         else
849                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
850
851                         if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
852                         {
853                                 if(gettouch(it))
854                                         gettouch(it)(it, player);
855                         }
856                 });
857         }
858
859         if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
860         {
861                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
862                 {
863                         .entity weaponentity = weaponentities[slot];
864                         if(player.(weaponentity).clip_size)
865                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
866                 }
867         }
868
869         if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
870                 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
871
872 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
873 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) &&  (player.oldbuffs & (b).m_itemid))
874
875         if(STAT(BUFFS, player) != player.oldbuffs)
876         {
877                 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
878                 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
879                 if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
880                         STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
881
882                 BUFF_ONADD(BUFF_AMMO)
883                 {
884                         player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
885                         player.items |= IT_UNLIMITED_AMMO;
886
887                         if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
888                         {
889                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
890                                 {
891                                         .entity weaponentity = weaponentities[slot];
892                                         if(player.(weaponentity).clip_load)
893                                                 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
894                                         if(player.(weaponentity).clip_size)
895                                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
896                                 }
897                         }
898                 }
899
900                 BUFF_ONREM(BUFF_AMMO)
901                 {
902                         if(player.buff_ammo_prev_infitems)
903                                 player.items |= IT_UNLIMITED_AMMO;
904                         else
905                                 player.items &= ~IT_UNLIMITED_AMMO;
906
907                         if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
908                         {
909                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
910                                 {
911                                         .entity weaponentity = weaponentities[slot];
912                                         if(player.(weaponentity).buff_ammo_prev_clipload)
913                                                 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
914                                 }
915                         }
916                 }
917
918                 BUFF_ONADD(BUFF_INVISIBLE)
919                 {
920                         if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
921                                 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
922                         else
923                                 player.buff_invisible_prev_alpha = player.alpha;
924                         player.alpha = autocvar_g_buffs_invisible_alpha;
925                 }
926
927                 BUFF_ONREM(BUFF_INVISIBLE)
928                 {
929                         if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
930                                 player.alpha = autocvar_g_instagib_invis_alpha;
931                         else
932                                 player.alpha = player.buff_invisible_prev_alpha;
933                 }
934
935                 BUFF_ONADD(BUFF_FLIGHT)
936                 {
937                         player.buff_flight_oldgravity = player.gravity;
938                         if(!player.gravity)
939                                 player.gravity = 1;
940                 }
941
942                 BUFF_ONREM(BUFF_FLIGHT)
943                         player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
944
945                 player.oldbuffs = STAT(BUFFS, player);
946                 if(STAT(BUFFS, player))
947                 {
948                         if(!player.buff_model)
949                                 buffs_BuffModel_Spawn(player);
950
951                         player.buff_model.color = buff.m_color;
952                         player.buff_model.glowmod = buff_GlowColor(player.buff_model);
953                         player.buff_model.skin = buff.m_skin;
954
955                         player.effects |= EF_NOSHADOW;
956                 }
957                 else
958                 {
959                         buffs_BuffModel_Remove(player);
960
961                         player.effects &= ~(EF_NOSHADOW);
962                 }
963         }
964
965         if(player.buff_model)
966         {
967                 player.buff_model.effects = player.effects;
968                 player.buff_model.effects |= EF_LOWPRECISION;
969                 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
970
971                 player.buff_model.alpha = player.alpha;
972         }
973
974 #undef BUFF_ONADD
975 #undef BUFF_ONREM
976 }
977
978 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
979 {
980         entity spectatee = M_ARGV(0, entity);
981         entity client = M_ARGV(1, entity);
982
983         STAT(BUFFS, client) = STAT(BUFFS, spectatee);
984         STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
985 }
986
987 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
988 {
989         entity player = M_ARGV(0, entity);
990
991         if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
992         {
993                 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
994                 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
995                 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
996         }
997
998         if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
999                 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1000 }
1001
1002 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1003
1004 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1005 {
1006         if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1007                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1008 }
1009
1010 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1011 {
1012         if(autocvar_g_buffs > 0)
1013                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1014 }
1015
1016 void buffs_DelayedInit(entity this)
1017 {
1018         if(autocvar_g_buffs_spawn_count > 0)
1019         if(find(NULL, classname, "item_buff") == NULL)
1020         {
1021                 float i;
1022                 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1023                 {
1024                         entity e = spawn();
1025                         e.spawnflags |= 64; // always randomize
1026                         e.velocity = randomvec() * 250; // this gets reset anyway if random location works
1027                         buff_Init(e);
1028                 }
1029         }
1030 }
1031
1032 void buffs_Initialize()
1033 {
1034         // if buffs are above 0, allow random spawning
1035         if(autocvar_g_buffs > 0 && autocvar_g_buffs_spawn_count > 0)
1036                 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
1037 }