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 (GetResourceAmount(this, RES_CELLS) > 0 || (this.items & IT_UNLIMITED_WEAPON_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 = GetResourceAmount(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 = GetResourceAmount(frag_target, RES_ARMOR);
335 SetResourceAmount(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(frag_damage <= 0 && GetResourceAmount(frag_target, RES_HEALTH) > 0) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); }
357 if(!autocvar_g_instagib_blaster_keepforce)
358 frag_force = '0 0 0';
364 if(!autocvar_g_instagib_mirrordamage) // only apply the taking lives hack if we don't want to support real damage mirroring
365 if(IS_PLAYER(frag_attacker))
366 if(frag_mirrordamage > 0)
368 // just lose extra LIVES, don't kill the player for mirror damage
369 float armor = GetResourceAmount(frag_attacker, RES_ARMOR);
373 SetResourceAmount(frag_attacker, RES_ARMOR, armor);
374 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, armor);
375 frag_attacker.damage_dealt += frag_mirrordamage;
377 frag_mirrordamage = 0;
380 if(frag_target.alpha && frag_target.alpha < 1)
381 if(IS_PLAYER(frag_target))
384 M_ARGV(4, float) = frag_damage;
385 M_ARGV(5, float) = frag_mirrordamage;
386 M_ARGV(6, vector) = frag_force;
389 MUTATOR_HOOKFUNCTION(mutator_instagib, SetStartItems)
391 start_health = warmup_start_health = 100;
392 start_armorvalue = warmup_start_armorvalue = 0;
394 start_ammo_shells = warmup_start_ammo_shells = 0;
395 start_ammo_nails = warmup_start_ammo_nails = 0;
396 start_ammo_cells = warmup_start_ammo_cells = cvar("g_instagib_ammo_start");
397 start_ammo_plasma = warmup_start_ammo_plasma = 0;
398 start_ammo_rockets = warmup_start_ammo_rockets = 0;
399 //start_ammo_fuel = warmup_start_ammo_fuel = 0;
401 start_weapons = warmup_start_weapons = WEPSET(VAPORIZER);
402 start_items |= IT_UNLIMITED_SUPERWEAPONS;
405 MUTATOR_HOOKFUNCTION(mutator_instagib, SetWeaponArena)
407 // turn weapon arena off
408 M_ARGV(0, string) = "off";
411 void replace_with_insta_cells(entity item)
413 entity e = new(item_vaporizer_cells);
414 setorigin(e, item.origin);
415 e.noalign = Item_ShouldKeepPosition(item);
418 e.spawnfunc_checked = true;
419 spawnfunc_item_vaporizer_cells(e);
422 MUTATOR_HOOKFUNCTION(mutator_instagib, FilterItem)
424 entity item = M_ARGV(0, entity);
426 if(item.classname == "item_cells")
428 if(autocvar_g_instagib_ammo_convert_cells)
430 replace_with_insta_cells(item);
434 else if(item.classname == "item_rockets")
436 if(autocvar_g_instagib_ammo_convert_rockets)
438 replace_with_insta_cells(item);
442 else if(item.classname == "item_shells")
444 if(autocvar_g_instagib_ammo_convert_shells)
446 replace_with_insta_cells(item);
450 else if(item.classname == "item_bullets")
452 if(autocvar_g_instagib_ammo_convert_bullets)
454 replace_with_insta_cells(item);
459 if(item.weapon == WEP_VAPORIZER.m_id && Item_IsLoot(item))
461 SetResourceAmount(item, RES_CELLS, autocvar_g_instagib_ammo_drop);
465 if(item.weapon == WEP_DEVASTATOR.m_id || item.weapon == WEP_VORTEX.m_id)
467 replace_with_insta_cells(item);
471 if(item.flags & FL_POWERUP)
474 float cells = GetResourceAmount(item, RES_CELLS);
475 if(cells > autocvar_g_instagib_ammo_drop && item.classname != "item_vaporizer_cells")
476 SetResourceAmount(item, RES_CELLS, autocvar_g_instagib_ammo_drop);
478 if(cells && !item.weapon)
484 MUTATOR_HOOKFUNCTION(mutator_instagib, CustomizeWaypoint)
486 entity wp = M_ARGV(0, entity);
487 entity player = M_ARGV(1, entity);
489 entity e = WaypointSprite_getviewentity(player);
491 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
492 // but only apply this to real players, not to spectators
493 if((wp.owner.flags & FL_CLIENT) && (wp.owner.items & ITEM_Invisibility.m_itemid) && (e == player))
494 if(DIFF_TEAM(wp.owner, e))
498 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDies)
500 float frag_deathtype = M_ARGV(3, float);
502 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
503 M_ARGV(4, float) = 1000; // always gib if it was a vaporizer death
506 MUTATOR_HOOKFUNCTION(mutator_instagib, ItemTouch)
508 entity item = M_ARGV(0, entity);
509 entity toucher = M_ARGV(1, entity);
511 if(GetResourceAmount(item, RES_CELLS))
513 // play some cool sounds ;)
514 float hp = GetResourceAmount(toucher, RES_HEALTH);
515 if (IS_CLIENT(toucher))
518 Send_Notification(NOTIF_ONE, toucher, MSG_ANNCE, ANNCE_INSTAGIB_LASTSECOND);
520 Send_Notification(NOTIF_ONE, toucher, MSG_ANNCE, ANNCE_INSTAGIB_NARROWLY);
524 SetResourceAmount(toucher, RES_HEALTH, 100);
526 return MUT_ITEMTOUCH_CONTINUE;
529 if(item.itemdef == ITEM_ExtraLife)
531 GiveResource(toucher, RES_ARMOR, autocvar_g_instagib_extralives);
532 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
533 return MUT_ITEMTOUCH_PICKUP;
536 return MUT_ITEMTOUCH_CONTINUE;
539 MUTATOR_HOOKFUNCTION(mutator_instagib, OnEntityPreSpawn)
541 if (!autocvar_g_powerups) { return; }
542 entity ent = M_ARGV(0, entity);
543 // Can't use .itemdef here
544 if (!(ent.classname == "item_strength" || ent.classname == "item_shield" || ent.classname == "item_health_mega"))
552 e.classname = "item_invisibility";
553 setthink(e, instagib_invisibility);
557 e.classname = "item_extralife";
558 setthink(e, instagib_extralife);
562 e.classname = "item_speed";
563 setthink(e, instagib_speed);
566 e.nextthink = time + 0.1;
567 e.spawnflags = ent.spawnflags;
568 e.noalign = ent.noalign;
569 setorigin(e, ent.origin);
574 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsString)
576 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":instagib");
579 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsPrettyString)
581 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", instagib");
584 MUTATOR_HOOKFUNCTION(mutator_instagib, SetModname)
586 M_ARGV(0, string) = "InstaGib";