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1 #ifndef MUTATOR_INSTAGIB_H
2 #define MUTATOR_INSTAGIB_H
3
4 #include "items.qc"
5
6 #ifdef SVQC
7 float autocvar_g_instagib_invis_alpha;
8 #endif
9
10 #endif
11
12 #ifdef IMPLEMENTATION
13 #ifdef SVQC
14
15 int autocvar_g_instagib_ammo_drop;
16 int autocvar_g_instagib_extralives;
17 float autocvar_g_instagib_speed_highspeed;
18
19 #include <server/cl_client.qh>
20
21 #include <common/items/all.qc>
22
23 REGISTER_MUTATOR(mutator_instagib, cvar("g_instagib") && !g_nexball);
24
25 spawnfunc(item_minst_cells)
26 {
27         if (!g_instagib) { remove(this); return; }
28         if (!this.ammo_cells) this.ammo_cells = autocvar_g_instagib_ammo_drop;
29         StartItem(this, ITEM_VaporizerCells);
30 }
31
32 void instagib_invisibility(entity this)
33 {
34         this.strength_finished = autocvar_g_balance_powerup_strength_time;
35         StartItem(this, ITEM_Invisibility);
36 }
37
38 void instagib_extralife(entity this)
39 {
40         StartItem(this, ITEM_ExtraLife);
41 }
42
43 void instagib_speed(entity this)
44 {
45         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
46         StartItem(this, ITEM_Speed);
47 }
48
49 .float instagib_nextthink;
50 .float instagib_needammo;
51 void instagib_stop_countdown(entity e)
52 {
53         if (!e.instagib_needammo)
54                 return;
55         Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_INSTAGIB_FINDAMMO);
56         e.instagib_needammo = false;
57 }
58 void instagib_ammocheck(entity this)
59 {
60         if(time < this.instagib_nextthink)
61                 return;
62         if(!IS_PLAYER(this))
63                 return; // not a player
64
65         if(IS_DEAD(this) || gameover)
66                 instagib_stop_countdown(this);
67         else if (this.ammo_cells > 0 || (this.items & IT_UNLIMITED_WEAPON_AMMO) || (this.flags & FL_GODMODE))
68                 instagib_stop_countdown(this);
69         else if(autocvar_g_rm && autocvar_g_rm_laser)
70         {
71                 if(!this.instagib_needammo)
72                 {
73                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_INSTAGIB_DOWNGRADE);
74                         this.instagib_needammo = true;
75                 }
76         }
77         else
78         {
79                 this.instagib_needammo = true;
80                 if (this.health <= 5)
81                 {
82                         Damage(this, this, this, 5, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
83                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_INSTAGIB_TERMINATED);
84                 }
85                 else if (this.health <= 10)
86                 {
87                         Damage(this, this, this, 5, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
88                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_1);
89                 }
90                 else if (this.health <= 20)
91                 {
92                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
93                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_2);
94                 }
95                 else if (this.health <= 30)
96                 {
97                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
98                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_3);
99                 }
100                 else if (this.health <= 40)
101                 {
102                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
103                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_4);
104                 }
105                 else if (this.health <= 50)
106                 {
107                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
108                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_5);
109                 }
110                 else if (this.health <= 60)
111                 {
112                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
113                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_6);
114                 }
115                 else if (this.health <= 70)
116                 {
117                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
118                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_7);
119                 }
120                 else if (this.health <= 80)
121                 {
122                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
123                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_8);
124                 }
125                 else if (this.health <= 90)
126                 {
127                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_INSTAGIB_FINDAMMO);
128                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
129                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_9);
130                 }
131                 else
132                 {
133                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, MULTI_INSTAGIB_FINDAMMO);
134                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
135                 }
136         }
137         this.instagib_nextthink = time + 1;
138 }
139
140 MUTATOR_HOOKFUNCTION(mutator_instagib, MatchEnd)
141 {
142         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(instagib_stop_countdown(it)));
143         return false;
144 }
145
146 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterDropItem)
147 {
148         entity item = M_ARGV(1, entity);
149
150         item.monster_loot = spawnfunc_item_minst_cells;
151
152         return false;
153 }
154
155 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterSpawn)
156 {
157         entity mon = M_ARGV(0, entity);
158
159         // always refill ammo
160         if(mon.monsterid == MON_MAGE.monsterid)
161                 mon.skin = 1;
162
163         return false;
164 }
165
166 MUTATOR_HOOKFUNCTION(mutator_instagib, BotShouldAttack)
167 {
168         entity targ = M_ARGV(1, entity);
169
170         if (targ.items & ITEM_Invisibility.m_itemid)
171                 return true;
172
173         return false;
174 }
175
176 MUTATOR_HOOKFUNCTION(mutator_instagib, MakePlayerObserver)
177 {
178         entity player = M_ARGV(0, entity);
179
180         instagib_stop_countdown(player);
181 }
182
183 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerSpawn)
184 {
185         entity player = M_ARGV(0, entity);
186
187         player.effects |= EF_FULLBRIGHT;
188 }
189
190 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPreThink)
191 {SELFPARAM();
192         instagib_ammocheck(self);
193         return false;
194 }
195
196 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerRegen)
197 {
198         // no regeneration in instagib
199         return true;
200 }
201
202 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPowerups)
203 {
204         entity player = M_ARGV(0, entity);
205
206         if (!(player.effects & EF_FULLBRIGHT))
207                 player.effects |= EF_FULLBRIGHT;
208
209         if (player.items & ITEM_Invisibility.m_itemid)
210         {
211                 play_countdown(player.strength_finished, SND_POWEROFF);
212                 if (time > player.strength_finished)
213                 {
214                         player.alpha = default_player_alpha;
215                         player.exteriorweaponentity.alpha = default_weapon_alpha;
216                         player.items &= ~ITEM_Invisibility.m_itemid;
217                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
218                 }
219         }
220         else
221         {
222                 if (time < player.strength_finished)
223                 {
224                         player.alpha = autocvar_g_instagib_invis_alpha;
225                         player.exteriorweaponentity.alpha = autocvar_g_instagib_invis_alpha;
226                         player.items |= ITEM_Invisibility.m_itemid;
227                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, player.netname);
228                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
229                 }
230         }
231
232         if (player.items & ITEM_Speed.m_itemid)
233         {
234                 play_countdown(player.invincible_finished, SND_POWEROFF);
235                 if (time > player.invincible_finished)
236                 {
237                         player.items &= ~ITEM_Speed.m_itemid;
238                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_SPEED);
239                 }
240         }
241         else
242         {
243                 if (time < player.invincible_finished)
244                 {
245                         player.items |= ITEM_Speed.m_itemid;
246                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, player.netname);
247                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERUP_SPEED);
248                 }
249         }
250 }
251
252 .float stat_sv_maxspeed;
253
254 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPhysics)
255 {SELFPARAM();
256         if(self.items & ITEM_Speed.m_itemid)
257                 self.stat_sv_maxspeed = self.stat_sv_maxspeed * autocvar_g_instagib_speed_highspeed;
258
259         return false;
260 }
261
262 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_SplitHealthArmor)
263 {
264         M_ARGV(4, float) = M_ARGV(7, float); // take = damage
265         M_ARGV(5, float) = 0; // save
266 }
267
268 MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
269 {
270         // weapon dropping on death handled by FilterItem
271
272         return true;
273 }
274
275 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_Calculate)
276 {
277         entity frag_attacker = M_ARGV(1, entity);
278         entity frag_target = M_ARGV(2, entity);
279         float frag_deathtype = M_ARGV(3, float);
280         float frag_damage = M_ARGV(4, float);
281         float frag_mirrordamage = M_ARGV(5, float);
282         vector frag_force = M_ARGV(6, vector);
283
284         if(autocvar_g_friendlyfire == 0 && SAME_TEAM(frag_target, frag_attacker) && IS_PLAYER(frag_target) && IS_PLAYER(frag_attacker))
285                 frag_damage = 0;
286
287         if(IS_PLAYER(frag_target))
288         {
289                 if(frag_deathtype == DEATH_FALL.m_id)
290                         frag_damage = 0; // never count fall damage
291
292                 if(!autocvar_g_instagib_damagedbycontents)
293                 switch(DEATH_ENT(frag_deathtype))
294                 {
295                         case DEATH_DROWN:
296                         case DEATH_SLIME:
297                         case DEATH_LAVA:
298                                 frag_damage = 0;
299                                 break;
300                 }
301
302                 if(IS_PLAYER(frag_attacker))
303                 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
304                 {
305                         if(!autocvar_g_instagib_friendlypush && SAME_TEAM(frag_target, frag_attacker))
306                                 frag_force = '0 0 0';
307
308                         if(frag_target.armorvalue)
309                         {
310                                 frag_target.armorvalue -= 1;
311                                 frag_damage = 0;
312                                 frag_target.damage_dealt += 1;
313                                 frag_attacker.damage_dealt += 1;
314                                 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_target.armorvalue);
315                         }
316                 }
317
318                 if(IS_PLAYER(frag_attacker) && DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
319                 {
320                         if(frag_deathtype & HITTYPE_SECONDARY)
321                         {
322                                 if(!autocvar_g_instagib_blaster_keepdamage || frag_attacker == frag_target)
323                                 {
324                                         frag_damage = 0;
325                                         if(!autocvar_g_instagib_mirrordamage)
326                                                 frag_mirrordamage = 0; // never do mirror damage on enemies
327                                 }
328
329                                 if(frag_target != frag_attacker)
330                                 {
331                                         if(frag_damage <= 0 && frag_target.health > 0) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); }
332                                         if(!autocvar_g_instagib_blaster_keepforce)
333                                                 frag_force = '0 0 0';
334                                 }
335                         }
336                 }
337         }
338
339         if(!autocvar_g_instagib_mirrordamage) // only apply the taking lives hack if we don't want to support real damage mirroring
340         if(IS_PLAYER(frag_attacker))
341         if(frag_mirrordamage > 0)
342         {
343                 // just lose extra LIVES, don't kill the player for mirror damage
344                 if(frag_attacker.armorvalue > 0)
345                 {
346                         frag_attacker.armorvalue -= 1;
347                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_attacker.armorvalue);
348                         frag_attacker.damage_dealt += frag_mirrordamage;
349                 }
350                 frag_mirrordamage = 0;
351         }
352
353         if(frag_target.alpha && frag_target.alpha < 1)
354         if(IS_PLAYER(frag_target))
355                 yoda = 1;
356
357         M_ARGV(4, float) = frag_damage;
358         M_ARGV(5, float) = frag_mirrordamage;
359         M_ARGV(6, vector) = frag_force;
360
361         return false;
362 }
363
364 MUTATOR_HOOKFUNCTION(mutator_instagib, SetStartItems)
365 {
366         start_health       = warmup_start_health       = 100;
367         start_armorvalue   = warmup_start_armorvalue   = 0;
368
369         start_ammo_shells  = warmup_start_ammo_shells  = 0;
370         start_ammo_nails   = warmup_start_ammo_nails   = 0;
371         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_instagib_ammo_start");
372         start_ammo_plasma  = warmup_start_ammo_plasma  = 0;
373         start_ammo_rockets = warmup_start_ammo_rockets = 0;
374         start_ammo_fuel    = warmup_start_ammo_fuel    = 0;
375
376         start_weapons = warmup_start_weapons = WEPSET(VAPORIZER);
377         start_items |= IT_UNLIMITED_SUPERWEAPONS;
378
379         return false;
380 }
381
382 MUTATOR_HOOKFUNCTION(mutator_instagib, FilterItem)
383 {
384         entity item = M_ARGV(0, entity);
385
386         if(item.classname == "item_cells")
387                 return true; // no normal cells?
388
389         if(item.weapon == WEP_VAPORIZER.m_id && item.classname == "droppedweapon")
390         {
391                 item.ammo_cells = autocvar_g_instagib_ammo_drop;
392                 return false;
393         }
394
395         if(item.weapon == WEP_DEVASTATOR.m_id || item.weapon == WEP_VORTEX.m_id)
396         {
397                 entity e = spawn();
398                 setorigin(e, item.origin);
399                 e.noalign = item.noalign;
400         e.cnt = item.cnt;
401         e.team = item.team;
402         e.spawnfunc_checked = true;
403                 WITHSELF(e, spawnfunc_item_minst_cells(e));
404                 return true;
405         }
406
407         if(item.flags & FL_POWERUP)
408                 return false;
409
410         if(item.ammo_cells > autocvar_g_instagib_ammo_drop && item.classname != "item_minst_cells")
411                 item.ammo_cells = autocvar_g_instagib_ammo_drop;
412
413         if(item.ammo_cells && !item.weapon)
414                 return false;
415
416         return true;
417 }
418
419 MUTATOR_HOOKFUNCTION(mutator_instagib, CustomizeWaypoint)
420 {
421         entity wp = M_ARGV(0, entity);
422         entity player = M_ARGV(1, entity);
423
424         entity e = WaypointSprite_getviewentity(player);
425
426         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
427         // but only apply this to real players, not to spectators
428         if((wp.owner.flags & FL_CLIENT) && (wp.owner.items & ITEM_Invisibility.m_itemid) && (e == player))
429         if(DIFF_TEAM(wp.owner, e))
430                 return true;
431
432         return false;
433 }
434
435 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDies)
436 {
437         float frag_deathtype = M_ARGV(3, float);
438         float frag_damage = M_ARGV(4, float);
439
440         if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
441                 frag_damage = 1000; // always gib if it was a vaporizer death
442
443         return false;
444 }
445
446 MUTATOR_HOOKFUNCTION(mutator_instagib, ItemTouch)
447 {
448         entity item = M_ARGV(0, entity);
449         entity toucher = M_ARGV(1, entity);
450
451         if(item.ammo_cells)
452         {
453                 // play some cool sounds ;)
454                 if (IS_CLIENT(toucher))
455                 {
456                         if(toucher.health <= 5)
457                                 Send_Notification(NOTIF_ONE, toucher, MSG_ANNCE, ANNCE_INSTAGIB_LASTSECOND);
458                         else if(toucher.health < 50)
459                                 Send_Notification(NOTIF_ONE, toucher, MSG_ANNCE, ANNCE_INSTAGIB_NARROWLY);
460                 }
461
462                 if(toucher.health < 100)
463                         toucher.health = 100;
464
465                 return MUT_ITEMTOUCH_CONTINUE;
466         }
467
468         if(item.itemdef == ITEM_ExtraLife)
469         {
470                 toucher.armorvalue = bound(toucher.armorvalue, 999, toucher.armorvalue + autocvar_g_instagib_extralives);
471                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
472                 return MUT_ITEMTOUCH_PICKUP;
473         }
474
475         return MUT_ITEMTOUCH_CONTINUE;
476 }
477
478 MUTATOR_HOOKFUNCTION(mutator_instagib, OnEntityPreSpawn)
479 {
480         if (!autocvar_g_powerups) { return false; }
481         entity ent = M_ARGV(0, entity);
482         // Can't use .itemdef here
483         if (!(ent.classname == "item_strength" || ent.classname == "item_invincible" || ent.classname == "item_health_mega"))
484                 return false;
485
486         entity e = spawn();
487
488         float r = random();
489         if (r < 0.3)
490                 setthink(e, instagib_invisibility);
491         else if (r < 0.6)
492                 setthink(e, instagib_extralife);
493         else
494                 setthink(e, instagib_speed);
495
496         e.nextthink = time + 0.1;
497         e.spawnflags = ent.spawnflags;
498         e.noalign = ent.noalign;
499         setorigin(e, ent.origin);
500
501         return true;
502 }
503
504 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsString)
505 {
506         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":instagib");
507 }
508
509 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsPrettyString)
510 {
511         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", instagib");
512 }
513
514 MUTATOR_HOOKFUNCTION(mutator_instagib, SetModname)
515 {
516         M_ARGV(0, string) = "InstaGib";
517         return true;
518 }
519
520 #endif
521 #endif