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Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / nix / sv_nix.qc
1 #include "sv_nix.qh"
2
3 int autocvar_g_balance_nix_ammo_cells;
4 int autocvar_g_balance_nix_ammo_plasma;
5 int autocvar_g_balance_nix_ammo_fuel;
6 int autocvar_g_balance_nix_ammo_nails;
7 int autocvar_g_balance_nix_ammo_rockets;
8 int autocvar_g_balance_nix_ammo_shells;
9 int autocvar_g_balance_nix_ammoincr_cells;
10 int autocvar_g_balance_nix_ammoincr_plasma;
11 int autocvar_g_balance_nix_ammoincr_fuel;
12 int autocvar_g_balance_nix_ammoincr_nails;
13 int autocvar_g_balance_nix_ammoincr_rockets;
14 int autocvar_g_balance_nix_ammoincr_shells;
15 float autocvar_g_balance_nix_incrtime;
16 float autocvar_g_balance_nix_roundtime;
17 bool autocvar_g_nix_with_healtharmor;
18 bool autocvar_g_nix_with_blaster;
19 bool autocvar_g_nix_with_powerups;
20 int autocvar_g_pickup_cells_max;
21 int autocvar_g_pickup_plasma_max;
22 int autocvar_g_pickup_fuel_max;
23 int autocvar_g_pickup_nails_max;
24 int autocvar_g_pickup_rockets_max;
25 int autocvar_g_pickup_shells_max;
26
27 float g_nix_with_blaster;
28 // WEAPONTODO
29 int nix_weapon;
30 float nix_nextchange;
31 float nix_nextweapon;
32 .float nix_lastchange_id;
33 .float nix_lastinfotime;
34 .float nix_nextincr;
35
36 bool NIX_CanChooseWeapon(int wpn);
37
38 REGISTER_MUTATOR(nix, cvar("g_nix") && !cvar("g_instagib") && !cvar("g_overkill"))
39 {
40         MUTATOR_ONADD
41         {
42                 g_nix_with_blaster = autocvar_g_nix_with_blaster;
43
44                 nix_nextchange = 0;
45                 nix_nextweapon = 0;
46
47                 FOREACH(Weapons, it != WEP_Null && NIX_CanChooseWeapon(it.m_id), LAMBDA(it.wr_init(it)));
48         }
49
50         MUTATOR_ONROLLBACK_OR_REMOVE
51         {
52                 // nothing to roll back
53         }
54
55         MUTATOR_ONREMOVE
56         {
57                 // as the PlayerSpawn hook will no longer run, NIX is turned off by this!
58                 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
59                         it.ammo_cells = start_ammo_cells;
60                         it.ammo_plasma = start_ammo_plasma;
61                         it.ammo_shells = start_ammo_shells;
62                         it.ammo_nails = start_ammo_nails;
63                         it.ammo_rockets = start_ammo_rockets;
64                         it.ammo_fuel = start_ammo_fuel;
65                         it.weapons = start_weapons;
66                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
67                         {
68                                 .entity weaponentity = weaponentities[slot];
69                                 if(it.(weaponentity).m_weapon == WEP_Null && slot != 0)
70                                         continue;
71                                 if(!client_hasweapon(it, it.(weaponentity).m_weapon, weaponentity, true, false))
72                                         it.(weaponentity).m_switchweapon = w_getbestweapon(it, weaponentity);
73                         }
74                 });
75         }
76
77         return false;
78 }
79
80 bool NIX_CanChooseWeapon(int wpn)
81 {
82         entity e = Weapons_from(wpn);
83         if (e == WEP_Null) return false; // skip dummies
84         if(g_weaponarena)
85         {
86                 if(!(g_weaponarena_weapons & e.m_wepset))
87                         return false;
88         }
89         else
90         {
91                 if(wpn == WEP_BLASTER.m_id && g_nix_with_blaster)
92                         return false;
93                 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
94                         return false;
95                 if (!(e.spawnflags & WEP_FLAG_NORMAL))
96                         return false;
97         }
98         return true;
99 }
100 void NIX_ChooseNextWeapon()
101 {
102         RandomSelection_Init();
103         FOREACH(Weapons, it != WEP_Null, LAMBDA(
104                 if(NIX_CanChooseWeapon(it.m_id))
105                         RandomSelection_AddFloat(it.m_id, 1, (it.m_id != nix_weapon));
106         ));
107         nix_nextweapon = RandomSelection_chosen_float;
108 }
109
110 void NIX_GiveCurrentWeapon(entity this)
111 {
112         float dt;
113
114         if(!nix_nextweapon)
115                 NIX_ChooseNextWeapon();
116
117         dt = ceil(nix_nextchange - time);
118
119         if(dt <= 0)
120         {
121                 nix_weapon = nix_nextweapon;
122                 nix_nextweapon = 0;
123                 if (!nix_nextchange) // no round played yet?
124                         nix_nextchange = time; // start the first round now!
125                 else
126                         nix_nextchange = time + autocvar_g_balance_nix_roundtime;
127                 // Weapon w = Weapons_from(nix_weapon);
128                 // w.wr_init(w); // forget it, too slow
129         }
130
131         // get weapon info
132         entity e = Weapons_from(nix_weapon);
133
134         if(nix_nextchange != this.nix_lastchange_id) // this shall only be called once per round!
135         {
136                 this.ammo_shells = this.ammo_nails = this.ammo_rockets = this.ammo_cells = this.ammo_plasma = this.ammo_fuel = 0;
137
138                 if(this.items & IT_UNLIMITED_WEAPON_AMMO)
139                 {
140                         switch(e.ammo_field)
141                         {
142                                 case ammo_shells:  this.ammo_shells  = autocvar_g_pickup_shells_max;  break;
143                                 case ammo_nails:   this.ammo_nails   = autocvar_g_pickup_nails_max;   break;
144                                 case ammo_rockets: this.ammo_rockets = autocvar_g_pickup_rockets_max; break;
145                                 case ammo_cells:   this.ammo_cells   = autocvar_g_pickup_cells_max;   break;
146                                 case ammo_plasma:  this.ammo_plasma  = autocvar_g_pickup_plasma_max;   break;
147                                 case ammo_fuel:    this.ammo_fuel    = autocvar_g_pickup_fuel_max;    break;
148                         }
149                 }
150                 else
151                 {
152                         switch(e.ammo_field)
153                         {
154                                 case ammo_shells:  this.ammo_shells  = autocvar_g_balance_nix_ammo_shells;  break;
155                                 case ammo_nails:   this.ammo_nails   = autocvar_g_balance_nix_ammo_nails;   break;
156                                 case ammo_rockets: this.ammo_rockets = autocvar_g_balance_nix_ammo_rockets; break;
157                                 case ammo_cells:   this.ammo_cells   = autocvar_g_balance_nix_ammo_cells;   break;
158                                 case ammo_plasma:  this.ammo_plasma  = autocvar_g_balance_nix_ammo_plasma;   break;
159                                 case ammo_fuel:    this.ammo_fuel    = autocvar_g_balance_nix_ammo_fuel;    break;
160                         }
161                 }
162
163                 this.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
164                 if(dt >= 1 && dt <= 5)
165                         this.nix_lastinfotime = -42;
166                 else
167                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
168
169                 e.wr_resetplayer(e, this);
170
171                 // all weapons must be fully loaded when we spawn
172                 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
173                 {
174                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
175                         {
176                                 .entity weaponentity = weaponentities[slot];
177                                 this.(weaponentity).(weapon_load[nix_weapon]) = e.reloading_ammo;
178                         }
179                 }
180
181                 // vortex too
182                 if(WEP_CVAR(vortex, charge))
183                 {
184                         if(WEP_CVAR_SEC(vortex, chargepool))
185                                 this.vortex_chargepool_ammo = 1;
186                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
187                         {
188                                 .entity weaponentity = weaponentities[slot];
189                                 this.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
190                         }
191                 }
192
193                 // set last change info
194                 this.nix_lastchange_id = nix_nextchange;
195         }
196         if(this.nix_lastinfotime != dt)
197         {
198                 this.nix_lastinfotime = dt; // initial value 0 should count as "not seen"
199                 if(dt >= 1 && dt <= 5)
200                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_COUNTDOWN, nix_nextweapon, dt);
201         }
202
203         if(!(this.items & IT_UNLIMITED_WEAPON_AMMO) && time > this.nix_nextincr)
204         {
205                 switch(e.ammo_field)
206                 {
207                         case ammo_shells:  this.ammo_shells  += autocvar_g_balance_nix_ammoincr_shells;  break;
208                         case ammo_nails:   this.ammo_nails   += autocvar_g_balance_nix_ammoincr_nails;   break;
209                         case ammo_rockets: this.ammo_rockets += autocvar_g_balance_nix_ammoincr_rockets; break;
210                         case ammo_cells:   this.ammo_cells   += autocvar_g_balance_nix_ammoincr_cells;   break;
211                         case ammo_plasma:  this.ammo_plasma  += autocvar_g_balance_nix_ammoincr_plasma;   break;
212                         case ammo_fuel:    this.ammo_fuel    += autocvar_g_balance_nix_ammoincr_fuel;    break;
213                 }
214
215                 this.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
216         }
217
218         this.weapons = '0 0 0';
219         if(g_nix_with_blaster)
220                 this.weapons |= WEPSET(BLASTER);
221         this.weapons |= e.m_wepset;
222
223     Weapon w = Weapons_from(nix_weapon);
224     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
225     {
226         .entity weaponentity = weaponentities[slot];
227         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
228                 continue;
229
230                 if(this.(weaponentity).m_switchweapon != w)
231                 if(!client_hasweapon(this, this.(weaponentity).m_switchweapon, weaponentity, true, false))
232                 {
233                         if(client_hasweapon(this, w, weaponentity, true, false))
234                                 W_SwitchWeapon(this, w, weaponentity);
235                 }
236         }
237 }
238
239 MUTATOR_HOOKFUNCTION(nix, ForbidThrowCurrentWeapon)
240 {
241         return true; // no throwing in NIX
242 }
243
244 MUTATOR_HOOKFUNCTION(nix, BuildMutatorsString)
245 {
246         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":NIX");
247 }
248
249 MUTATOR_HOOKFUNCTION(nix, BuildMutatorsPrettyString)
250 {
251         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", NIX");
252 }
253
254 MUTATOR_HOOKFUNCTION(nix, FilterItem)
255 {
256         entity item = M_ARGV(0, entity);
257
258         if(item.itemdef.instanceOfHealth || item.itemdef.instanceOfArmor)
259         {
260                 return !autocvar_g_nix_with_healtharmor;
261         }
262         else if(item.itemdef.instanceOfPowerup)
263         {
264                 return !autocvar_g_nix_with_powerups;
265         }
266
267         return true; // delete all other items
268 }
269
270 MUTATOR_HOOKFUNCTION(nix, OnEntityPreSpawn)
271 {
272         entity ent = M_ARGV(0, entity);
273
274         if(ent.classname == "target_items") // items triggers cannot work in nix (as they change weapons/ammo)
275                 return true;
276 }
277
278 MUTATOR_HOOKFUNCTION(nix, PlayerPreThink)
279 {
280         entity player = M_ARGV(0, entity);
281
282         if(!gameover)
283         if(!IS_DEAD(player))
284         if(IS_PLAYER(player))
285                 NIX_GiveCurrentWeapon(player);
286 }
287
288 MUTATOR_HOOKFUNCTION(nix, PlayerSpawn)
289 {
290         entity player = M_ARGV(0, entity);
291
292         player.nix_lastchange_id = -1;
293         NIX_GiveCurrentWeapon(player); // overrides the weapons you got when spawning
294         player.items |= IT_UNLIMITED_SUPERWEAPONS;
295 }
296
297 MUTATOR_HOOKFUNCTION(nix, SetModname, CBC_ORDER_LAST)
298 {
299         M_ARGV(0, string) = "NIX";
300 }