1 #include "sv_instagib.qh"
3 #include <server/client.qh>
4 #include <common/items/_mod.qh>
5 #include "../random_items/sv_random_items.qh"
7 bool autocvar_g_instagib_damagedbycontents = true;
8 bool autocvar_g_instagib_blaster_keepdamage = false;
9 bool autocvar_g_instagib_blaster_keepforce = false;
10 bool autocvar_g_instagib_mirrordamage;
11 bool autocvar_g_instagib_friendlypush = true;
12 //int autocvar_g_instagib_ammo_drop;
13 bool autocvar_g_instagib_ammo_convert_cells;
14 bool autocvar_g_instagib_ammo_convert_rockets;
15 bool autocvar_g_instagib_ammo_convert_shells;
16 bool autocvar_g_instagib_ammo_convert_bullets;
17 int autocvar_g_instagib_extralives;
18 float autocvar_g_instagib_speed_highspeed;
20 IntrusiveList g_instagib_items;
23 g_instagib_items = IL_NEW();
24 IL_PUSH(g_instagib_items, ITEM_VaporizerCells);
25 IL_PUSH(g_instagib_items, ITEM_ExtraLife);
26 IL_PUSH(g_instagib_items, ITEM_Invisibility);
27 IL_PUSH(g_instagib_items, ITEM_Speed);
30 void instagib_invisibility(entity this)
32 this.strength_finished = autocvar_g_instagib_invisibility_time;
33 StartItem(this, ITEM_Invisibility);
36 void instagib_extralife(entity this)
38 StartItem(this, ITEM_ExtraLife);
41 void instagib_speed(entity this)
43 this.invincible_finished = autocvar_g_instagib_speed_time;
44 StartItem(this, ITEM_Speed);
47 /// \brief Returns a random classname of the instagib item.
48 /// \param[in] prefix Prefix of the cvars that hold probabilities.
49 /// \return Random classname of the instagib item.
50 string RandomItems_GetRandomInstagibItemClassName(string prefix)
52 RandomSelection_Init();
53 IL_EACH(g_instagib_items, Item_IsDefinitionAllowed(it),
55 string cvar_name = sprintf("g_%s_%s_probability", prefix,
56 it.m_canonical_spawnfunc);
57 if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
59 LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
62 RandomSelection_AddString(it.m_canonical_spawnfunc, cvar(cvar_name), 1);
64 return RandomSelection_chosen_string;
67 .float instagib_nextthink;
68 .float instagib_needammo;
69 void instagib_stop_countdown(entity e)
71 if (!e.instagib_needammo)
73 Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_INSTAGIB_FINDAMMO);
74 e.instagib_needammo = false;
76 void instagib_ammocheck(entity this)
78 if(time < this.instagib_nextthink)
81 return; // not a player
83 if(IS_DEAD(this) || game_stopped)
84 instagib_stop_countdown(this);
85 else if (GetResource(this, RES_CELLS) > 0 || (this.items & IT_UNLIMITED_AMMO) || (this.flags & FL_GODMODE))
86 instagib_stop_countdown(this);
87 else if(autocvar_g_rm && autocvar_g_rm_laser)
89 if(!this.instagib_needammo)
91 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_INSTAGIB_DOWNGRADE);
92 this.instagib_needammo = true;
97 float hp = GetResource(this, RES_HEALTH);
98 this.instagib_needammo = true;
101 Damage(this, this, this, 5, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
102 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_INSTAGIB_TERMINATED);
106 Damage(this, this, this, 5, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
107 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_1);
111 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
112 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_2);
116 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
117 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_3);
121 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
122 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_4);
126 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
127 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_5);
131 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
132 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_6);
136 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
137 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_7);
141 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
142 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_8);
146 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_INSTAGIB_FINDAMMO);
147 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
148 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_9);
152 Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, MULTI_INSTAGIB_FINDAMMO);
153 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, DMG_NOWEP, this.origin, '0 0 0');
156 this.instagib_nextthink = time + 1;
159 MUTATOR_HOOKFUNCTION(mutator_instagib, MatchEnd)
161 FOREACH_CLIENT(IS_PLAYER(it), { instagib_stop_countdown(it); });
164 MUTATOR_HOOKFUNCTION(mutator_instagib, RandomItems_GetRandomItemClassName)
166 M_ARGV(1, string) = RandomItems_GetRandomInstagibItemClassName(
171 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterDropItem)
173 entity item = M_ARGV(1, entity);
175 item.monster_loot = ITEM_VaporizerCells;
178 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterSpawn)
180 entity mon = M_ARGV(0, entity);
182 // always refill ammo
183 if(mon.monsterid == MON_MAGE.monsterid)
187 MUTATOR_HOOKFUNCTION(mutator_instagib, BotShouldAttack)
189 entity targ = M_ARGV(1, entity);
191 if (targ.items & ITEM_Invisibility.m_itemid)
195 MUTATOR_HOOKFUNCTION(mutator_instagib, MakePlayerObserver)
197 entity player = M_ARGV(0, entity);
199 instagib_stop_countdown(player);
202 MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidRandomStartWeapons)
207 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerSpawn)
209 entity player = M_ARGV(0, entity);
211 player.effects |= EF_FULLBRIGHT;
214 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPreThink)
216 entity player = M_ARGV(0, entity);
218 instagib_ammocheck(player);
221 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerRegen)
223 // no regeneration in instagib
227 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPowerups)
229 entity player = M_ARGV(0, entity);
231 if (!(player.effects & EF_FULLBRIGHT))
232 player.effects |= EF_FULLBRIGHT;
234 if (player.items & ITEM_Invisibility.m_itemid)
236 play_countdown(player, player.strength_finished, SND_POWEROFF);
237 if (time > player.strength_finished)
239 player.alpha = default_player_alpha;
240 player.exteriorweaponentity.alpha = default_weapon_alpha;
241 player.items &= ~ITEM_Invisibility.m_itemid;
242 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
247 if (time < player.strength_finished)
249 player.alpha = autocvar_g_instagib_invis_alpha;
250 player.exteriorweaponentity.alpha = autocvar_g_instagib_invis_alpha;
251 player.items |= ITEM_Invisibility.m_itemid;
252 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_INVISIBILITY, player.netname);
253 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
257 if (player.items & ITEM_Speed.m_itemid)
259 play_countdown(player, player.invincible_finished, SND_POWEROFF);
260 if (time > player.invincible_finished)
262 player.items &= ~ITEM_Speed.m_itemid;
263 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_SPEED);
268 if (time < player.invincible_finished)
270 player.items |= ITEM_Speed.m_itemid;
271 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SPEED, player.netname);
272 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERUP_SPEED);
277 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPhysics_UpdateStats)
279 entity player = M_ARGV(0, entity);
280 // these automatically reset, no need to worry
282 if(player.items & ITEM_Speed.m_itemid)
283 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_instagib_speed_highspeed;
286 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_SplitHealthArmor)
288 M_ARGV(4, float) = M_ARGV(7, float); // take = damage
289 M_ARGV(5, float) = 0; // save
292 MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
294 // weapon dropping on death handled by FilterItem
298 MUTATOR_HOOKFUNCTION(mutator_instagib, Damage_Calculate)
300 entity frag_attacker = M_ARGV(1, entity);
301 entity frag_target = M_ARGV(2, entity);
302 float frag_deathtype = M_ARGV(3, float);
303 float frag_damage = M_ARGV(4, float);
304 float frag_mirrordamage = M_ARGV(5, float);
305 vector frag_force = M_ARGV(6, vector);
307 if(autocvar_g_friendlyfire == 0 && SAME_TEAM(frag_target, frag_attacker) && IS_PLAYER(frag_target) && IS_PLAYER(frag_attacker))
310 if(IS_PLAYER(frag_target))
312 if(frag_deathtype == DEATH_FALL.m_id)
313 frag_damage = 0; // never count fall damage
315 if(!autocvar_g_instagib_damagedbycontents)
316 switch(DEATH_ENT(frag_deathtype))
325 if(IS_PLAYER(frag_attacker))
326 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
328 if(!autocvar_g_instagib_friendlypush && SAME_TEAM(frag_target, frag_attacker))
329 frag_force = '0 0 0';
331 float armor = GetResource(frag_target, RES_ARMOR);
335 SetResource(frag_target, RES_ARMOR, armor);
337 frag_target.damage_dealt += 1;
338 frag_attacker.damage_dealt += 1;
339 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, armor);
343 if(IS_PLAYER(frag_attacker) && DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
345 if(frag_deathtype & HITTYPE_SECONDARY)
347 if(!autocvar_g_instagib_blaster_keepdamage || frag_attacker == frag_target)
350 if(!autocvar_g_instagib_mirrordamage)
351 frag_mirrordamage = 0; // never do mirror damage on enemies
354 if(frag_target != frag_attacker)
356 if(!autocvar_g_instagib_blaster_keepforce)
357 frag_force = '0 0 0';
363 if(!autocvar_g_instagib_mirrordamage) // only apply the taking lives hack if we don't want to support real damage mirroring
364 if(IS_PLAYER(frag_attacker))
365 if(frag_mirrordamage > 0)
367 // just lose extra LIVES, don't kill the player for mirror damage
368 float armor = GetResource(frag_attacker, RES_ARMOR);
372 SetResource(frag_attacker, RES_ARMOR, armor);
373 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, armor);
374 frag_attacker.damage_dealt += frag_mirrordamage;
376 frag_mirrordamage = 0;
379 if(frag_target.alpha && frag_target.alpha < 1)
380 if(IS_PLAYER(frag_target))
383 M_ARGV(4, float) = frag_damage;
384 M_ARGV(5, float) = frag_mirrordamage;
385 M_ARGV(6, vector) = frag_force;
388 MUTATOR_HOOKFUNCTION(mutator_instagib, SetStartItems, CBC_ORDER_LAST)
390 start_health = warmup_start_health = 100;
391 start_armorvalue = warmup_start_armorvalue = 0;
393 start_ammo_shells = warmup_start_ammo_shells = 0;
394 start_ammo_nails = warmup_start_ammo_nails = 0;
395 start_ammo_cells = warmup_start_ammo_cells = cvar("g_instagib_ammo_start");
396 start_ammo_plasma = warmup_start_ammo_plasma = 0;
397 start_ammo_rockets = warmup_start_ammo_rockets = 0;
398 //start_ammo_fuel = warmup_start_ammo_fuel = 0;
400 start_weapons = warmup_start_weapons = WEPSET(VAPORIZER);
401 start_items |= IT_UNLIMITED_SUPERWEAPONS;
404 MUTATOR_HOOKFUNCTION(mutator_instagib, SetWeaponArena)
406 // turn weapon arena off
407 M_ARGV(0, string) = "off";
410 void replace_with_insta_cells(entity item)
412 entity e = new(item_vaporizer_cells);
413 setorigin(e, item.origin);
414 e.noalign = Item_ShouldKeepPosition(item);
417 e.spawnfunc_checked = true;
418 spawnfunc_item_vaporizer_cells(e);
421 MUTATOR_HOOKFUNCTION(mutator_instagib, FilterItem)
423 entity item = M_ARGV(0, entity);
425 if(item.classname == "item_cells")
427 if(autocvar_g_instagib_ammo_convert_cells)
429 replace_with_insta_cells(item);
433 else if(item.classname == "item_rockets")
435 if(autocvar_g_instagib_ammo_convert_rockets)
437 replace_with_insta_cells(item);
441 else if(item.classname == "item_shells")
443 if(autocvar_g_instagib_ammo_convert_shells)
445 replace_with_insta_cells(item);
449 else if(item.classname == "item_bullets")
451 if(autocvar_g_instagib_ammo_convert_bullets)
453 replace_with_insta_cells(item);
458 if(item.weapon == WEP_VAPORIZER.m_id && Item_IsLoot(item))
460 SetResource(item, RES_CELLS, autocvar_g_instagib_ammo_drop);
464 if(item.weapon == WEP_DEVASTATOR.m_id || item.weapon == WEP_VORTEX.m_id)
466 replace_with_insta_cells(item);
470 if(item.flags & FL_POWERUP)
473 float cells = GetResource(item, RES_CELLS);
474 if(cells > autocvar_g_instagib_ammo_drop && item.classname != "item_vaporizer_cells")
475 SetResource(item, RES_CELLS, autocvar_g_instagib_ammo_drop);
477 if(cells && !item.weapon)
483 MUTATOR_HOOKFUNCTION(mutator_instagib, CustomizeWaypoint)
485 entity wp = M_ARGV(0, entity);
486 entity player = M_ARGV(1, entity);
488 entity e = WaypointSprite_getviewentity(player);
490 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
491 // but only apply this to real players, not to spectators
492 if((wp.owner.flags & FL_CLIENT) && (wp.owner.items & ITEM_Invisibility.m_itemid) && (e == player))
493 if(DIFF_TEAM(wp.owner, e))
497 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDies)
499 float frag_deathtype = M_ARGV(3, float);
501 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
502 M_ARGV(4, float) = 1000; // always gib if it was a vaporizer death
505 MUTATOR_HOOKFUNCTION(mutator_instagib, ItemTouch)
507 entity item = M_ARGV(0, entity);
508 entity toucher = M_ARGV(1, entity);
510 if(GetResource(item, RES_CELLS))
512 // play some cool sounds ;)
513 float hp = GetResource(toucher, RES_HEALTH);
514 if (IS_CLIENT(toucher))
517 Send_Notification(NOTIF_ONE, toucher, MSG_ANNCE, ANNCE_INSTAGIB_LASTSECOND);
519 Send_Notification(NOTIF_ONE, toucher, MSG_ANNCE, ANNCE_INSTAGIB_NARROWLY);
523 SetResource(toucher, RES_HEALTH, 100);
525 return MUT_ITEMTOUCH_CONTINUE;
528 if(item.itemdef == ITEM_ExtraLife)
530 GiveResource(toucher, RES_ARMOR, autocvar_g_instagib_extralives);
531 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES, autocvar_g_instagib_extralives);
532 return MUT_ITEMTOUCH_PICKUP;
535 return MUT_ITEMTOUCH_CONTINUE;
538 MUTATOR_HOOKFUNCTION(mutator_instagib, OnEntityPreSpawn)
540 if (!autocvar_g_powerups) { return; }
541 entity ent = M_ARGV(0, entity);
542 // Can't use .itemdef here
543 if (!(ent.classname == "item_strength" || ent.classname == "item_shield" || ent.classname == "item_health_mega"))
551 e.classname = "item_invisibility";
552 setthink(e, instagib_invisibility);
556 e.classname = "item_extralife";
557 setthink(e, instagib_extralife);
561 e.classname = "item_speed";
562 setthink(e, instagib_speed);
565 e.nextthink = time + 0.1;
566 e.spawnflags = ent.spawnflags;
567 e.noalign = ent.noalign;
568 setorigin(e, ent.origin);
573 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsString)
575 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":instagib");
578 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsPrettyString)
580 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", instagib");
583 MUTATOR_HOOKFUNCTION(mutator_instagib, SetModname)
585 M_ARGV(0, string) = "InstaGib";