Fix one more bug that broke the old digestion method
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         vector w_shotorg, w_shotdir;\r
16         w_shotorg = self.origin + self.view_ofs;\r
17         w_shotdir = v_forward;\r
18 \r
19         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
20         if(trace_fraction < 1)\r
21         if(trace_ent.classname == "player")\r
22                 return trace_ent;\r
23         return world;\r
24 }\r
25 \r
26 float Swallow_condition_check(entity prey)\r
27 {\r
28         // checks the necessary conditions for swallowing a player\r
29 \r
30         if(prey != self)\r
31         if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
32         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
33         if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
34         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
35         {\r
36                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
37                 {\r
38                         if(time > self.complain_vore)\r
39                         {\r
40                                 play2(self, "misc/unavailable.wav");\r
41                                 sprint(self, "You cannot swallow your team mates\n");\r
42                                 self.complain_vore = time + complain_delay_time;\r
43                         }\r
44                         return FALSE;\r
45                 }\r
46 \r
47                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
48                 {\r
49                         if(time > self.complain_vore)\r
50                         {\r
51                                 play2(self, "misc/unavailable.wav");\r
52                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
53                                 self.complain_vore = time + complain_delay_time;\r
54                         }\r
55                         return FALSE;\r
56                 }\r
57 \r
58                 if(cvar("g_vore_biggergut"))\r
59                 if(prey.stomach_load > self.stomach_load)\r
60                 {\r
61                         if(time > self.complain_vore)\r
62                         {\r
63                                 play2(self, "misc/unavailable.wav");\r
64                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69 \r
70                 return TRUE;\r
71         }\r
72         return FALSE;\r
73 }\r
74 \r
75 float Vore_CanLeave()\r
76 {\r
77         if(self.predator.classname == "player")\r
78         {\r
79                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
80                         return TRUE;\r
81                 if(teams_matter && self.team == self.predator.team)\r
82                         return TRUE;\r
83                 if(g_rpg && cvar("g_rpg_canleave"))\r
84                         return TRUE;\r
85         }\r
86         return FALSE;\r
87 }\r
88 \r
89 // make the camera smoothly lower itself when we get swallowed\r
90 // our aim is going from the normal view offset to half of the view offset (because half is the best positioning for the stomach model)\r
91 .float cameraeffect_current, cameraeffect_target;\r
92 void Vore_CameraEffect_Set(entity e)\r
93 {\r
94         e.cameraeffect_current = 1;\r
95         e.cameraeffect_target = 2;\r
96 }\r
97 void Vore_CameraEffect_Apply()\r
98 {\r
99         if(self.predator.classname != "player")\r
100                 return;\r
101 \r
102         if(self.cvar_cl_vore_cameraspeed)\r
103         {\r
104                 local float step;\r
105                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
106 \r
107                 // not sure if these maths are good, as the effect should be smoother\r
108                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
109                         self.cameraeffect_current -= step;\r
110                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
111                         self.cameraeffect_current += step;\r
112         }\r
113         else\r
114                 self.cameraeffect_current = self.cameraeffect_target;\r
115 \r
116         self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
117 }\r
118 \r
119 .float gurgle_oldstomachload;\r
120 void Vore_GurgleSound()\r
121 {\r
122         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
123         {\r
124                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
125 \r
126                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
127                 self.gurgle_oldstomachload = self.stomach_load;\r
128         }\r
129 }\r
130 \r
131 void Vore_WeightApply(entity e)\r
132 {\r
133         // apply stomach weight that makes you heavier the more you eat\r
134         // slowing the player is done in cl_physics.qc\r
135 \r
136         if(e.stomach_load != e.vore_oldstomachload)\r
137                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
138         if(e.gravity == 0)\r
139                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
140         e.vore_oldstomachload = e.stomach_load;\r
141 }\r
142 \r
143 .entity pusher;\r
144 .float pushltime;\r
145 void Vore_Swallow(entity e)\r
146 {\r
147         // this player is being swallowed by another player, apply the proper changes\r
148 \r
149         e.vore_oldmovetype = e.movetype;\r
150         e.vore_oldsolid = e.solid;\r
151 \r
152         e.predator = self;\r
153         setorigin(e, e.predator.origin);\r
154         e.velocity = '0 0 0';\r
155         e.movetype = MOVETYPE_FOLLOW;\r
156         e.solid = SOLID_NOT;\r
157         e.alpha = -1; // best way of hiding the eaten player\r
158         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
159 \r
160         // drop keys (KH) and flags (CTF) when we get swallowed\r
161         kh_Key_DropAll(e, FALSE);\r
162         if(e.flagcarried)\r
163                 DropFlag(e.flagcarried, world, e.predator);\r
164 \r
165         Vore_CameraEffect_Set(e);\r
166 \r
167         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
168                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
169 \r
170         if(teams_matter && e.team == e.predator.team)\r
171         {\r
172                 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
173                 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");\r
174         }\r
175 \r
176         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
177         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
178         e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
179         e.predator.stomach_load += 1;\r
180         e.predator.regurgitate_prepare = 0;\r
181         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
182         Vore_WeightApply(e.predator);\r
183 \r
184         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
185         e.predator.weapon_delay = time + button_delay_time;\r
186         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
187         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
188 }\r
189 \r
190 void Vore_Regurgitate(entity e)\r
191 {\r
192         // this player is being regurgitated by their predator, apply the proper changes\r
193 \r
194         e.movetype = e.vore_oldmovetype;\r
195         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
196                 e.solid = e.vore_oldsolid;\r
197         e.view_ofs_z = PL_VIEW_OFS_z;\r
198         e.alpha = default_player_alpha;\r
199 \r
200         // apply velocities\r
201         local vector oldforward, oldright, oldup;\r
202         oldforward = v_forward;\r
203         oldright = v_right;\r
204         oldup = v_up;\r
205         makevectors(e.predator.v_angle);\r
206         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
207         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
208         v_forward = oldforward;\r
209         v_right = oldright;\r
210         v_up = oldup;\r
211 \r
212         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
213         e.pushltime = time + cvar("g_maxpushtime");\r
214 \r
215         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
216         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
217         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
218         e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
219         e.predator.stomach_load -= 1;\r
220         e.predator.regurgitate_prepare = 0;\r
221         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
222         Vore_WeightApply(e.predator);\r
223 \r
224         // block firing for a small amount of time, or we'll be firing the next frame\r
225         e.weapon_delay = time + button_delay_time;\r
226         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
227         e.predator = world;\r
228 }\r
229 \r
230 void Vore_DeadPrey_Configure(entity e)\r
231 {\r
232         // ran when the fulldigest feature is enabled and prey stays inside the stomach after dying\r
233 \r
234         if(e.fakeprey || e.predator.classname != "player") // already configured\r
235                 return;\r
236 \r
237         // this entity is like e.predator but for dead prey, to avoid conflicts\r
238         e.fakepredator = e.predator;\r
239         e.fakeprey = TRUE;\r
240 \r
241         // first release the prey from the predator, as dead prey needs to be attached differently\r
242         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
243         e.predator.stomach_load -= 1;\r
244         Vore_WeightApply(e.predator);\r
245         e.predator = world;\r
246 \r
247         // now put our dead prey inside the predator's stomach, but only as an effect\r
248         e.movetype = MOVETYPE_FOLLOW;\r
249         e.takedamage = DAMAGE_NO;\r
250         e.solid = SOLID_NOT;\r
251         e.aiment = e.fakepredator;\r
252 \r
253         // completely remove the dead body\r
254         e.alpha = -1;\r
255 }\r
256 \r
257 void Vore_DeadPrey_Detach(entity e)\r
258 {\r
259         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
260         // should only execute after Vore_DeadPrey_Configure has ran first\r
261 \r
262         if not(cvar("g_vore_fulldigest"))\r
263                 return;\r
264 \r
265         e.fakepredator = world;\r
266         e.aiment = world;\r
267 \r
268         if(!e.deadflag)\r
269                 e.fakeprey = FALSE;\r
270 }\r
271 \r
272 void Vore_PreyRelease(entity e)\r
273 {\r
274         // if the fulldigest feature is on, don't spit a dead prey's carcass out\r
275         if(e.health <= 0 && cvar("g_vore_fulldigest"))\r
276         {\r
277                 Vore_DeadPrey_Configure(e);\r
278 \r
279                 // if fulldigest is enabled and the predator is dead or disconnected, detach the dead prey from him\r
280                 if(self.fakepredator.classname != "player" || self.fakepredator.deadflag != DEAD_NO)\r
281                         Vore_DeadPrey_Detach(self);\r
282         }\r
283         else if(self.predator.classname != "player")\r
284                 Vore_Regurgitate(e);\r
285 }\r
286 \r
287 void Vore_Disconnect()\r
288 {\r
289         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
290 \r
291         // prey disconnects or goes spectating while inside someone's belly\r
292         if(self.predator.classname == "player")\r
293                 Vore_PreyRelease(self);\r
294 \r
295         // pred disconnects or goes spectating with players in their belly\r
296         else if(self.stomach_load > 0)\r
297         {\r
298                 entity head;\r
299                 FOR_EACH_PLAYER(head)\r
300                 {\r
301                         if(head.predator == self)\r
302                                 Vore_PreyRelease(head);\r
303                 }\r
304                 Vore_GurgleSound(); // stop the gurgling sound\r
305         }\r
306 \r
307         self.stomach_load = self.gravity = 0; // prevents a bug\r
308 }\r
309 \r
310 .float digestion_step;\r
311 void Vore_Digest()\r
312 {\r
313         // apply digestion to prey\r
314 \r
315         if(time > self.predator.digestion_step)\r
316         {\r
317                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
318                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
319                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
320 \r
321                 if (self.predator.digestsound_finished < time)\r
322                 {\r
323                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
324                         self.predator.digestsound_finished = time + 0.5;\r
325                 }\r
326                 self.predator.digestion_step = time + steptime;\r
327         }\r
328 \r
329         if(self.health <= 0)\r
330         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
331                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
332 }\r
333 \r
334 .float teamheal_step;\r
335 void Vore_Teamheal()\r
336 {\r
337         // apply teamheal\r
338 \r
339         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
340         if(time > self.teamheal_step)\r
341         {\r
342                 self.health += cvar("g_balance_vore_teamheal");\r
343                 self.teamheal_step = time + steptime;\r
344         }\r
345 }\r
346 \r
347 .float stomachkick_delay;\r
348 void Vore_StomachKick()\r
349 {\r
350         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
351 \r
352         if(time > self.stomachkick_delay)\r
353         {\r
354                 float damage;\r
355                 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
356                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
357                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
358 \r
359                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
360                         Vore_Regurgitate(self);\r
361 \r
362                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
363         }\r
364 }\r
365 \r
366 void Vore_StomachLeave()\r
367 {\r
368         // allows players to get out of their predator at will in some circumstances, such as team mates\r
369 \r
370         if(Vore_CanLeave())\r
371                 Vore_Regurgitate(self);\r
372         else if(time > self.complain_vore)\r
373         {\r
374                 play2(self, "misc/unavailable.wav");\r
375                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
376                 self.complain_vore = time + complain_delay_time;\r
377         }\r
378 }\r
379 \r
380 void Vore()\r
381 {\r
382         // main vore code, this is where it all happens\r
383 \r
384         if(!cvar("g_vore")) // the vore system is disabled\r
385         {\r
386                 Vore_Disconnect();\r
387                 return;\r
388         }\r
389 \r
390         // wash the goo away from players once they leave the stomach\r
391         if(self.predator.classname != "player")\r
392         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
393         if(self.colormod)\r
394         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
395         {\r
396                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
397                 if(self.colormod_x > 1)\r
398                         self.colormod_x = 1;\r
399                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
400                 if(self.colormod_y > 1)\r
401                         self.colormod_y = 1;\r
402                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
403                 if(self.colormod_z > 1)\r
404                         self.colormod_z = 1;\r
405         }\r
406 \r
407         // set all vore related stats\r
408         if(self.predator.classname == "player")\r
409         {\r
410                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
411                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
412                 self.stat_eaten = num_for_edict(self.predator);\r
413         }\r
414         else\r
415         {\r
416                 self.stat_stomachload = self.stomach_load;\r
417                 self.stat_digesting = self.digesting;\r
418                 self.stat_eaten = 0;\r
419         }\r
420         self.stat_canleave = Vore_CanLeave();\r
421 \r
422         // don't allow a player inside a player inside another player :)\r
423         // prevent this by checking if such has happened, and taking the proper measures\r
424         // this code has a high priority and must not be stopped by any delay, so run it here\r
425         if(self.predator.predator.classname == "player")\r
426         {\r
427                 entity target_predator, target_predator_predator, oldself;\r
428                 target_predator = self.predator;\r
429                 target_predator_predator = self.predator.predator;\r
430 \r
431                 Vore_Regurgitate(self);\r
432 \r
433                 // now steal our prey's prey if this probability applies\r
434                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
435                 {\r
436                         oldself = self;\r
437                         self = target_predator_predator;\r
438                         if(Swallow_condition_check(oldself))\r
439                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
440                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
441                                 Vore_Swallow(oldself);\r
442                         self = oldself;\r
443                 }\r
444         }\r
445 \r
446         // apply delays and skip the vore system under some circumstances\r
447         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
448         {\r
449                 Vore_Disconnect();\r
450                 return;\r
451         }\r
452         if(self.spectatee_status)\r
453                 return;\r
454         if(time < self.system_delay)\r
455                 return;\r
456 \r
457 // --------------------------------\r
458 // Code that addresses predators:\r
459 // --------------------------------\r
460 \r
461         entity prey;\r
462         prey = Swallow_player_check();\r
463 \r
464         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
465         if(self.BUTTON_ATCK)\r
466         if(Swallow_condition_check(prey))\r
467                 Vore_Swallow(prey);\r
468 \r
469         // toggle digestion, if the player has someone in their stomach\r
470         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
471         {\r
472                 if(self.stomach_load)\r
473                 {\r
474                         if(time > self.digest_button_delay_time)\r
475                         {\r
476                                 self.digesting = !self.digesting;\r
477                                 self.digest_button_delay_time = time + button_delay_time;\r
478                         }\r
479                 }\r
480                 else if(time > self.complain_vore)\r
481                 {\r
482                         play2(self, "misc/unavailable.wav");\r
483                         sprint(self, "There is nothing to digest\n");\r
484                         self.complain_vore = time + complain_delay_time;\r
485                 }\r
486         }\r
487         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
488                 self.digesting = FALSE;\r
489 \r
490         // predator wishes to regurgitate his prey\r
491         if(self.BUTTON_REGURGITATE)\r
492         {\r
493                 if(self.stomach_load)\r
494                 {\r
495                         if(time > self.regurgitate_button_delay_time)\r
496                         {\r
497                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
498                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
499                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
500                         }\r
501                 }\r
502                 else if(time > self.complain_vore)\r
503                 {\r
504                         play2(self, "misc/unavailable.wav");\r
505                         sprint(self, "There is nothing to regurgitate\n");\r
506                         self.complain_vore = time + complain_delay_time;\r
507                 }\r
508         }\r
509 \r
510         if(cvar("g_vore_gurglesound"))\r
511                 Vore_GurgleSound();\r
512 \r
513 // --------------------------------\r
514 // Code that addresses the prey:\r
515 // --------------------------------\r
516 \r
517         if(self.deadflag)\r
518         {\r
519                 Vore_PreyRelease(self);\r
520                 return;\r
521         }\r
522 \r
523         if(self.predator.classname != "player")\r
524                 return;\r
525 \r
526         if(self.predator.deadflag)\r
527                 Vore_Regurgitate(self);\r
528         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
529                 Vore_Regurgitate(self);\r
530 \r
531         // apply delayed regurgitating if it was scheduled\r
532         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
533         {\r
534                 self.predator.regurgitate_prepare = 0;\r
535                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
536                 Vore_Regurgitate(self);\r
537         }\r
538 \r
539         // execute digesting and team healing\r
540         if(self.predator.digesting == TRUE)\r
541                 Vore_Digest();\r
542         if(teams_matter && self.team == self.predator.team)\r
543         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
544                 Vore_Teamheal();\r
545 \r
546         // execute prey commands\r
547         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
548                 Vore_StomachKick();\r
549         if(self.BUTTON_JUMP)\r
550                 Vore_StomachLeave();\r
551 \r
552         Vore_CameraEffect_Apply();\r
553 }