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Purify PutClientInServer and PlayerSpawn mutator hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / overkill.qc
1 #ifdef IMPLEMENTATION
2 bool autocvar_g_overkill_powerups_replace;
3 float autocvar_g_overkill_superguns_respawn_time;
4 bool autocvar_g_overkill_100h_anyway;
5 bool autocvar_g_overkill_100a_anyway;
6 bool autocvar_g_overkill_ammo_charge;
7 float autocvar_g_overkill_ammo_charge_notice;
8 float autocvar_g_overkill_ammo_charge_limit;
9
10 .vector ok_deathloc;
11 .float ok_spawnsys_timer;
12 .float ok_lastwep;
13 .float ok_item;
14
15 .float ok_notice_time;
16 .float ammo_charge[Weapons_MAX];
17 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
18 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
19
20 .float ok_pauseregen_finished;
21
22 void(entity ent, float wep) ok_DecreaseCharge;
23
24 void ok_Initialize();
25
26 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
27 {
28         MUTATOR_ONADD
29         {
30                 ok_Initialize();
31         }
32
33         MUTATOR_ONREMOVE
34         {
35                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
36                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
37         }
38
39         return false;
40 }
41
42 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
43 {
44         entity actor = M_ARGV(0, entity);
45         if (actor.ok_use_ammocharge)
46         {
47                 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
48                 return true;
49         }
50 }
51
52 MUTATOR_HOOKFUNCTION(ok, W_Reload)
53 {
54         entity actor = M_ARGV(0, entity);
55         return actor.ok_use_ammocharge;
56 }
57
58 void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
59 spawnfunc(weapon_hmg);
60 spawnfunc(weapon_rpc);
61
62 void ok_DecreaseCharge(entity ent, int wep)
63 {
64         if(!ent.ok_use_ammocharge) return;
65
66         entity wepent = Weapons_from(wep);
67
68         if (wepent == WEP_Null) return;  // dummy
69
70         ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
71 }
72
73 void ok_IncreaseCharge(entity ent, int wep)
74 {
75         entity wepent = Weapons_from(wep);
76
77         if (wepent == WEP_Null) return;  // dummy
78
79         if(ent.ok_use_ammocharge)
80         if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
81                 ent.ammo_charge[wep] = min(autocvar_g_overkill_ammo_charge_limit, ent.ammo_charge[wep] + cvar(sprintf("g_overkill_ammo_charge_rate_%s", wepent.netname)) * frametime / W_TICSPERFRAME);
82 }
83
84 float ok_CheckWeaponCharge(entity ent, int wep)
85 {
86         if(!ent.ok_use_ammocharge) return true;
87
88         entity wepent = Weapons_from(wep);
89
90         if(wepent == WEP_Null) return 0;  // dummy
91
92         return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
93 }
94
95 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
96 {
97         entity frag_attacker = M_ARGV(1, entity);
98         entity frag_target = M_ARGV(2, entity);
99         float frag_deathtype = M_ARGV(3, float);
100         float frag_damage = M_ARGV(4, float);
101         vector frag_force = M_ARGV(6, vector);
102
103         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
104         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
105         {
106                 frag_damage = 0;
107
108                 if(frag_attacker != frag_target)
109                 if(frag_target.health > 0)
110                 if(STAT(FROZEN, frag_target) == 0)
111                 if(!IS_DEAD(frag_target))
112                 {
113                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
114                         frag_force = '0 0 0';
115                 }
116
117                 M_ARGV(4, float) = frag_damage;
118                 M_ARGV(6, vector) = frag_force;
119         }
120
121         return false;
122 }
123
124 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
125 {
126         if(damage_take)
127                 frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
128         return false;
129 }
130
131 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
132 {
133         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
134
135         if(IS_MONSTER(frag_target))
136         {
137                 remove(other); // remove default item
138                 other = NULL;
139         }
140
141         entity e = new(droppedweapon); // hax
142         e.ok_item = true;
143         e.noalign = true;
144         e.pickup_anyway = true;
145         e.spawnfunc_checked = true;
146         spawnfunc_item_armor_small(e);
147         if (!wasfreed(e)) { // might have been blocked by a mutator
148         e.movetype = MOVETYPE_TOSS;
149         e.gravity = 1;
150         e.reset = SUB_Remove;
151         setorigin(e, frag_target.origin + '0 0 32');
152         e.velocity = '0 0 200' + normalize(targ.origin - frag_target.origin) * 500;
153         SUB_SetFade(e, time + 5, 1);
154         }
155
156         frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
157
158         return false;
159 }
160 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem) { ok_PlayerDies(); }
161
162 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
163 {SELFPARAM();
164         // overkill's values are different, so use custom regen
165         if(!STAT(FROZEN, self))
166         {
167                 self.armorvalue = CalcRotRegen(self.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > self.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > self.pauserotarmor_finished), autocvar_g_balance_armor_limit);
168                 self.health = CalcRotRegen(self.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > self.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > self.pauserothealth_finished), autocvar_g_balance_health_limit);
169
170                 float minf, maxf, limitf;
171
172                 maxf = autocvar_g_balance_fuel_rotstable;
173                 minf = autocvar_g_balance_fuel_regenstable;
174                 limitf = autocvar_g_balance_fuel_limit;
175
176                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
177         }
178         return true; // return true anyway, as frozen uses no regen
179 }
180
181 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
182 {
183         return true;
184 }
185
186 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
187 {SELFPARAM();
188         if(intermission_running || gameover)
189                 return false;
190
191         if(IS_DEAD(self) || !IS_PLAYER(self) || STAT(FROZEN, self))
192                 return false;
193
194         if(self.ok_lastwep)
195         {
196                 Weapon newwep = Weapons_from(self.ok_lastwep);
197                 if(self.ok_lastwep == WEP_HMG.m_id)
198                         newwep = WEP_MACHINEGUN;
199                 if(self.ok_lastwep == WEP_RPC.m_id)
200                         newwep = WEP_VORTEX;
201                 PS(self).m_switchweapon = newwep;
202                 self.ok_lastwep = 0;
203         }
204
205         ok_IncreaseCharge(self, PS(self).m_weapon.m_id);
206
207         if(PHYS_INPUT_BUTTON_ATCK2(self))
208         if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked
209         if(time >= self.jump_interval)
210         {
211                 self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor();
212                 makevectors(self.v_angle);
213
214                 Weapon oldwep = PS(self).m_weapon;
215                 PS(self).m_weapon = WEP_BLASTER;
216                 W_Blaster_Attack(
217                         self,
218                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
219                         WEP_CVAR_SEC(vaporizer, shotangle),
220                         WEP_CVAR_SEC(vaporizer, damage),
221                         WEP_CVAR_SEC(vaporizer, edgedamage),
222                         WEP_CVAR_SEC(vaporizer, radius),
223                         WEP_CVAR_SEC(vaporizer, force),
224                         WEP_CVAR_SEC(vaporizer, speed),
225                         WEP_CVAR_SEC(vaporizer, spread),
226                         WEP_CVAR_SEC(vaporizer, delay),
227                         WEP_CVAR_SEC(vaporizer, lifetime)
228                 );
229                 PS(self).m_weapon = oldwep;
230         }
231
232         self.weapon_blocked = false;
233
234         self.ok_ammo_charge = self.ammo_charge[PS(self).m_weapon.m_id];
235
236         if(self.ok_use_ammocharge)
237         if(!ok_CheckWeaponCharge(self, PS(self).m_weapon.m_id))
238         {
239                 if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && PHYS_INPUT_BUTTON_ATCK(self) && IS_REAL_CLIENT(self) && PS(self).m_weapon == PS(self).m_switchweapon)
240                 {
241                         //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
242                         self.ok_notice_time = time + 2;
243                         play2(self, SND(DRYFIRE));
244                 }
245                 Weapon wpn = PS(self).m_weapon;
246                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
247                 if(self.(weaponentity).state != WS_CLEAR)
248                         w_ready(wpn, self, weaponentity, PHYS_INPUT_BUTTON_ATCK(self) | (PHYS_INPUT_BUTTON_ATCK2(self) << 1));
249
250                 self.weapon_blocked = true;
251         }
252
253         PHYS_INPUT_BUTTON_ATCK2(self) = false;
254
255         return false;
256 }
257
258 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
259 {
260         entity player = M_ARGV(0, entity);
261
262         if(autocvar_g_overkill_ammo_charge)
263         {
264                 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
265
266                 player.ok_use_ammocharge = 1;
267                 player.ok_notice_time = time;
268         }
269         else
270                 player.ok_use_ammocharge = 0;
271
272         // if player changed their weapon while dead, don't switch to their death weapon
273         if(player.impulse)
274                 player.ok_lastwep = 0;
275
276         player.ok_pauseregen_finished = time + 2;
277
278         return false;
279 }
280
281 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
282 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
283
284 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
285 {SELFPARAM();
286         if(autocvar_g_powerups)
287         if(autocvar_g_overkill_powerups_replace)
288         {
289                 if(self.classname == "item_strength")
290                 {
291                         entity wep = new(weapon_hmg);
292                         setorigin(wep, self.origin);
293                         setmodel(wep, MDL_OK_HMG);
294                         wep.ok_item = true;
295                         wep.noalign = self.noalign;
296                         wep.cnt = self.cnt;
297                         wep.team = self.team;
298                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
299                         wep.pickup_anyway = true;
300                         wep.spawnfunc_checked = true;
301                         setthink(wep, self_spawnfunc_weapon_hmg);
302                         wep.nextthink = time + 0.1;
303                         return true;
304                 }
305
306                 if(self.classname == "item_invincible")
307                 {
308                         entity wep = new(weapon_rpc);
309                         setorigin(wep, self.origin);
310                         setmodel(wep, MDL_OK_RPC);
311                         wep.ok_item = true;
312                         wep.noalign = self.noalign;
313                         wep.cnt = self.cnt;
314                         wep.team = self.team;
315                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
316                         wep.pickup_anyway = true;
317                         wep.spawnfunc_checked = true;
318                         setthink(wep, self_spawnfunc_weapon_rpc);
319                         wep.nextthink = time + 0.1;
320                         return true;
321                 }
322         }
323
324         return false;
325 }
326
327 MUTATOR_HOOKFUNCTION(ok, FilterItem)
328 {SELFPARAM();
329         if(self.ok_item)
330                 return false;
331
332         switch(self.items)
333         {
334                 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
335                 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
336         }
337
338         return true;
339 }
340
341 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
342 {SELFPARAM();
343         self.ammo_charge[PS(self).m_weapon.m_id] = other.ammo_charge[PS(other).m_weapon.m_id];
344         self.ok_use_ammocharge = other.ok_use_ammocharge;
345
346         return false;
347 }
348
349 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
350 {
351         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
352
353         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
354         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
355
356         start_items |= IT_UNLIMITED_WEAPON_AMMO;
357         start_weapons = warmup_start_weapons = ok_start_items;
358
359         return false;
360 }
361
362 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
363 {
364         ret_string = strcat(ret_string, ":OK");
365         return false;
366 }
367
368 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
369 {
370         ret_string = strcat(ret_string, ", Overkill");
371         return false;
372 }
373
374 MUTATOR_HOOKFUNCTION(ok, SetModname)
375 {
376         modname = "Overkill";
377         return true;
378 }
379
380 void ok_SetCvars()
381 {
382         // hack to force overkill playermodels
383         cvar_settemp("sv_defaultcharacter", "1");
384         cvar_settemp("sv_defaultplayermodel", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm");
385         cvar_settemp("sv_defaultplayermodel_red", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm");
386         cvar_settemp("sv_defaultplayermodel_blue", "models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm");
387 }
388
389 void ok_Initialize()
390 {
391         ok_SetCvars();
392
393         precache_all_playermodels("models/ok_player/*.dpm");
394
395         WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
396         WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
397
398         WEP_SHOTGUN.mdl = "ok_shotgun";
399         WEP_MACHINEGUN.mdl = "ok_mg";
400         WEP_VORTEX.mdl = "ok_sniper";
401 }
402 #endif