]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/vore.qc
Many cosmetic changes and rearrangements in the vore code
[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, vore_oldview_ofs_z;\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_distance_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 another player\r
29 \r
30         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
31         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
32         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
33         {\r
34                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
35                 {\r
36                         if(time > self.complain_vore)\r
37                         {\r
38                                 play2(self, "weapons/unavailable.wav");\r
39                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
40                                 self.complain_vore = time + complain_delay_time;\r
41                         }\r
42                         return FALSE;\r
43                 }\r
44 \r
45                 if(cvar("g_vore_biggergut"))\r
46                 if(prey.stomach_load > self.stomach_load)\r
47                 {\r
48                         if(time > self.complain_vore)\r
49                         {\r
50                                 play2(self, "weapons/unavailable.wav");\r
51                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
52                                 self.complain_vore = time + complain_delay_time;\r
53                         }\r
54                         return FALSE;\r
55                 }\r
56 \r
57                 return TRUE;\r
58         }\r
59         return FALSE;\r
60 }\r
61 \r
62 float Vore_CanLeave()\r
63 {\r
64         if(teams_matter && self.team == self.predator.team)\r
65                 return TRUE;\r
66         return FALSE;\r
67 }\r
68 \r
69 // make the camera smoothly lower itself when we get swallowed\r
70 // 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
71 .float cameraeffect_current, cameraeffect_target;\r
72 void Vore_CameraEffect_Set(entity e)\r
73 {\r
74         e.cameraeffect_current = 1;\r
75         e.cameraeffect_target = 2;\r
76 }\r
77 void Vore_CameraEffect_Apply()\r
78 {\r
79         if(self.predator.classname != "player")\r
80                 return;\r
81 \r
82         if(self.cvar_cl_vore_cameraspeed)\r
83         {\r
84                 local float step;\r
85                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
86 \r
87                 // not sure if these maths are good, as the effect should be smoother\r
88                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
89                         self.cameraeffect_current -= step;\r
90                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
91                         self.cameraeffect_current += step;\r
92         }\r
93         else\r
94                 self.cameraeffect_current = self.cameraeffect_target;\r
95 \r
96         self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;\r
97 }\r
98 \r
99 .float gurgle_oldstomachload;\r
100 void Vore_Gurglesound()\r
101 {\r
102         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
103         {\r
104                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
105 \r
106                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
107                 self.gurgle_oldstomachload = self.stomach_load;\r
108         }\r
109 }\r
110 \r
111 void Vore_Weight_apply(entity e)\r
112 {\r
113         // apply stomach weight that makes you heavier the more you eat\r
114         // slowing the player is done in cl_physics.qc\r
115 \r
116         if(e.stomach_load != e.vore_oldstomachload)\r
117                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
118         if(e.gravity == 0)\r
119                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
120         e.vore_oldstomachload = e.stomach_load;\r
121 }\r
122 \r
123 .entity pusher;\r
124 .float pushltime;\r
125 void Vore_Swallow(entity e)\r
126 {\r
127         // this player is being swallowed by another player, apply the proper changes\r
128 \r
129         e.vore_oldmovetype = e.movetype;\r
130         e.vore_oldsolid = e.solid;\r
131         e.vore_oldview_ofs_z = e.view_ofs_z;\r
132 \r
133         e.predator = self;\r
134         setorigin(e, e.predator.origin);\r
135         e.velocity = '0 0 0';\r
136         e.movetype = MOVETYPE_FOLLOW;\r
137         e.solid = SOLID_NOT;\r
138         e.alpha = -1; // best way of hiding the eaten player\r
139         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
140 \r
141         // drop keys (KH) and flags (CTF) when we get swallowed\r
142         kh_Key_DropAll(e, FALSE);\r
143         if(e.flagcarried)\r
144                 DropFlag(e.flagcarried, world, e.predator);\r
145 \r
146         Vore_CameraEffect_Set(e);\r
147 \r
148         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
149                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
150 \r
151         if(teams_matter && e.team == e.predator.team)\r
152         {\r
153                 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
154                 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");\r
155         }\r
156 \r
157         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
158         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
159         e.predator.stomach_load += 1;\r
160         e.predator.regurgitate_prepare = 0;\r
161         Vore_Weight_apply(e.predator);\r
162 \r
163         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
164         e.predator.weapon_delay = time + button_delay_time;\r
165         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
166         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
167 }\r
168 \r
169 void Vore_Regurgitate(entity e)\r
170 {\r
171         // this player is being regurgitated by their predator, apply the proper changes\r
172 \r
173         e.movetype = e.vore_oldmovetype;\r
174         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
175                 e.solid = e.vore_oldsolid;\r
176         e.view_ofs_z = e.vore_oldview_ofs_z;\r
177         e.alpha = default_player_alpha;\r
178 \r
179         // apply velocities\r
180         local vector oldforward, oldright, oldup;\r
181         oldforward = v_forward;\r
182         oldright = v_right;\r
183         oldup = v_up;\r
184         makevectors(e.predator.v_angle);\r
185         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
186         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
187         v_forward = oldforward;\r
188         v_right = oldright;\r
189         v_up = oldup;\r
190 \r
191         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
192         e.pushltime = time + cvar("g_maxpushtime");\r
193 \r
194         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
195         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
196         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
197         e.predator.stomach_load -= 1;\r
198         e.predator.regurgitate_prepare = 0;\r
199         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
200         Vore_Weight_apply(e.predator);\r
201 \r
202         // block firing for a small amount of time, or we'll be firing the next frame\r
203         e.weapon_delay = time + button_delay_time;\r
204         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
205         e.predator = world;\r
206 }\r
207 \r
208 void Vore_Disconnect()\r
209 {\r
210         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
211 \r
212         // prey disconnects or goes spectating while inside someone's belly\r
213         if(self.predator.classname == "player")\r
214                 Vore_Regurgitate(self);\r
215 \r
216         // pred disconnects or goes spectating with players in their belly\r
217         else if(self.stomach_load > 0)\r
218         {\r
219                 entity head;\r
220                 FOR_EACH_PLAYER(head)\r
221                 {\r
222                         if(head.predator == self)\r
223                                 Vore_Regurgitate(head);\r
224                 }\r
225                 Vore_Gurglesound(); // stop the gurgling sound\r
226         }\r
227 }\r
228 \r
229 .float digestion_step;\r
230 void Vore_Digest()\r
231 {\r
232         // apply digestion to prey\r
233 \r
234         if(time > self.predator.digestion_step)\r
235         {\r
236                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
237                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
238                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
239 \r
240                 if (self.predator.digestsound_finished < time)\r
241                 {\r
242                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
243                         self.predator.digestsound_finished = time + 0.5;\r
244                 }\r
245                 self.predator.digestion_step = time + steptime;\r
246         }\r
247 \r
248         if(self.health <= 0)\r
249         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
250                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
251 }\r
252 \r
253 .float teamheal_step;\r
254 void Vore_Teamheal()\r
255 {\r
256         // apply teamheal\r
257 \r
258         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
259         if(time > self.teamheal_step)\r
260         {\r
261                 self.health += cvar("g_balance_vore_teamheal");\r
262                 self.teamheal_step = time + steptime;\r
263         }\r
264 }\r
265 \r
266 .float stomachkick_delay;\r
267 void Vore_StomachKick()\r
268 {\r
269         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
270 \r
271         if(time > self.stomachkick_delay)\r
272         {\r
273                 float damage;\r
274                 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
275                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');\r
276                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
277 \r
278                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
279                         Vore_Regurgitate(self);\r
280 \r
281                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
282         }\r
283 }\r
284 \r
285 void Vore_StomachLeave()\r
286 {\r
287         // allows players to get out of their predator at will in some circumstances, such as team mates\r
288 \r
289         if(Vore_CanLeave())\r
290                 Vore_Regurgitate(self);\r
291         else if(time > self.complain_vore)\r
292         {\r
293                 play2(self, "weapons/unavailable.wav");\r
294                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
295                 self.complain_vore = time + complain_delay_time;\r
296         }\r
297 }\r
298 \r
299 void Vore()\r
300 {\r
301         // main vore code, this is where it all happens\r
302 \r
303         // set all vore related stats\r
304         if(self.predator.classname == "player")\r
305         {\r
306                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
307                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
308                 self.stat_eaten = num_for_edict(self.predator);\r
309         }\r
310         else\r
311         {\r
312                 self.stat_stomachload = self.stomach_load;\r
313                 self.stat_digesting = self.digesting;\r
314                 self.stat_eaten = 0;\r
315         }\r
316         self.stat_canleave = Vore_CanLeave();\r
317 \r
318         // skip the vore system under some circumstances\r
319         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
320         {\r
321                 Vore_Disconnect();\r
322                 return;\r
323         }\r
324         if(self.spectatee_status)\r
325                 return;\r
326         if(time < self.system_delay)\r
327                 return;\r
328 \r
329 // --------------------------------\r
330 // Code that addresses predators:\r
331 // --------------------------------\r
332 \r
333         entity prey;\r
334         prey = Swallow_distance_check();\r
335 \r
336         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
337         if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
338         if(Swallow_condition_check(prey))\r
339                 Vore_Swallow(prey);\r
340 \r
341         // toggle digestion, if the player has someone in their stomach\r
342         if(self.BUTTON_DIGEST)\r
343         {\r
344                 if(self.stomach_load)\r
345                 {\r
346                         if(time > self.digest_button_delay_time)\r
347                         {\r
348                                 self.digesting = !self.digesting;\r
349                                 self.digest_button_delay_time = time + button_delay_time;\r
350                         }\r
351                 }\r
352                 else if(time > self.complain_vore)\r
353                 {\r
354                         play2(self, "weapons/unavailable.wav");\r
355                         sprint(self, "There is nothing to digest\n");\r
356                         self.complain_vore = time + complain_delay_time;\r
357                 }\r
358         }\r
359         if(!self.stomach_load)\r
360                 self.digesting = FALSE;\r
361 \r
362         // predator wishes to regurgitate his prey\r
363         if(self.BUTTON_REGURGITATE)\r
364         {\r
365                 if(self.stomach_load)\r
366                 {\r
367                         if(time > self.regurgitate_button_delay_time)\r
368                         {\r
369                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
370                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
371                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
372                         }\r
373                 }\r
374                 else if(time > self.complain_vore)\r
375                 {\r
376                         play2(self, "weapons/unavailable.wav");\r
377                         sprint(self, "There is nothing to regurgitate\n");\r
378                         self.complain_vore = time + complain_delay_time;\r
379                 }\r
380         }\r
381 \r
382         if(cvar("g_vore_gurglesound"))\r
383                 Vore_Gurglesound();\r
384 \r
385 // --------------------------------\r
386 // Code that addresses the prey:\r
387 // --------------------------------\r
388 \r
389         if(self.predator.classname != "player")\r
390                 return;\r
391 \r
392         if(self.predator.deadflag || self.deadflag)\r
393                 Vore_Regurgitate(self);\r
394         else if(self.predator.predator.classname == "player") // don't allow a player inside a player inside another player :)\r
395         {\r
396                 entity target_predator, oldself;\r
397                 target_predator = self.predator.predator;\r
398 \r
399                 Vore_Regurgitate(self);\r
400                 if(random() < cvar("g_vore_stealprey")) // steal our prey's prey if this probability returns true\r
401                 if not(teams_matter && self.predator.team == target_predator.team) // don't steal a team mate's prey\r
402                 if(Swallow_condition_check(self))\r
403                 {\r
404                         oldself = self;\r
405                         self = target_predator;\r
406                         Vore_Swallow(oldself);\r
407                         self = oldself;\r
408                 }\r
409         }\r
410         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
411                 Vore_Regurgitate(self);\r
412 \r
413         // apply delayed regurgitating if it was scheduled\r
414         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
415         {\r
416                 self.predator.regurgitate_prepare = 0;\r
417                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
418                 Vore_Regurgitate(self);\r
419         }\r
420 \r
421         // execute digesting and team healing\r
422         if(self.predator.digesting == TRUE)\r
423                 Vore_Digest();\r
424         if(teams_matter && self.team == self.predator.team)\r
425                 Vore_Teamheal();\r
426 \r
427         // execute prey commands\r
428         if(self.BUTTON_ATCK)\r
429                 Vore_StomachKick();\r
430         if(self.BUTTON_JUMP)\r
431                 Vore_StomachLeave();\r
432 \r
433         Vore_CameraEffect_Apply();\r
434 }