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Push down spawning logic from spawnfuncs to dedicated spawning functions
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / sv_overkill.qc
1 #include "sv_overkill.qh"
2
3 #include "hmg.qh"
4 #include "rpc.qh"
5
6 string autocvar_g_overkill;
7
8 bool autocvar_g_overkill_powerups_replace;
9
10 bool autocvar_g_overkill_itemwaypoints = true;
11
12 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
13
14 void ok_Initialize();
15
16 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
17 {
18         MUTATOR_ONADD
19         {
20                 ok_Initialize();
21         }
22
23         MUTATOR_ONREMOVE
24         {
25                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
26                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
27         }
28 }
29
30 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
31
32 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
33 {
34         entity frag_attacker = M_ARGV(1, entity);
35         entity frag_target = M_ARGV(2, entity);
36         float frag_deathtype = M_ARGV(3, float);
37
38         if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
39         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
40         {
41                 if(frag_attacker != frag_target)
42                 if(!STAT(FROZEN, frag_target))
43                 if(!IS_DEAD(frag_target))
44                 {
45                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
46                         M_ARGV(6, vector) = '0 0 0'; // force
47                 }
48
49                 M_ARGV(4, float) = 0; // damage
50         }
51 }
52
53 void ok_DropItem(entity this, entity targ)
54 {
55         entity e = spawn();
56         e.ok_item = true;
57         Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
58                 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
59 }
60
61 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
62 {
63         entity frag_attacker = M_ARGV(1, entity);
64         entity frag_target = M_ARGV(2, entity);
65
66         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
67
68         ok_DropItem(frag_target, targ);
69
70         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
71         {
72                 .entity weaponentity = weaponentities[slot];
73
74                 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
75         }
76 }
77
78 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
79 {
80         entity mon = M_ARGV(0, entity);
81         entity olditem = M_ARGV(1, entity);
82         entity frag_attacker = M_ARGV(2, entity);
83
84         delete(olditem);
85
86         M_ARGV(1, entity) = NULL;
87
88         ok_DropItem(mon, frag_attacker);
89 }
90
91 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
92 {
93         return true;
94 }
95
96 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
97 {
98         if(game_stopped)
99                 return;
100
101         entity player = M_ARGV(0, entity);
102
103         if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
104                 return;
105
106         if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
107         if( !forbidWeaponUse(player)
108                 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
109         {
110                 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
111                 makevectors(player.v_angle);
112
113                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
114                 {
115                         .entity weaponentity = weaponentities[slot];
116
117                         if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
118                                 continue;
119
120                         Weapon oldwep = player.(weaponentity).m_weapon;
121                         player.(weaponentity).m_weapon = WEP_BLASTER;
122                         W_Blaster_Attack(
123                                 player,
124                                 weaponentity,
125                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
126                                 WEP_CVAR_SEC(vaporizer, shotangle),
127                                 WEP_CVAR_SEC(vaporizer, damage),
128                                 WEP_CVAR_SEC(vaporizer, edgedamage),
129                                 WEP_CVAR_SEC(vaporizer, radius),
130                                 WEP_CVAR_SEC(vaporizer, force),
131                                 WEP_CVAR_SEC(vaporizer, speed),
132                                 WEP_CVAR_SEC(vaporizer, spread),
133                                 WEP_CVAR_SEC(vaporizer, delay),
134                                 WEP_CVAR_SEC(vaporizer, lifetime)
135                         );
136                         player.(weaponentity).m_weapon = oldwep;
137                 }
138         }
139
140         PHYS_INPUT_BUTTON_ATCK2(player) = false;
141 }
142
143 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
144 {
145         entity player = M_ARGV(0, entity);
146
147         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
148         {
149                 .entity weaponentity = weaponentities[slot];
150                 entity thiswep = player.(weaponentity);
151
152                 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
153                 {
154                         Weapon newwep = player.ok_lastwep[slot];
155                         if(player.ok_lastwep[slot] == WEP_HMG)
156                                 newwep = WEP_MACHINEGUN;
157                         if(player.ok_lastwep[slot] == WEP_RPC)
158                                 newwep = WEP_VORTEX;
159                         thiswep.m_switchweapon = newwep;
160                         player.ok_lastwep[slot] = WEP_Null;
161                 }
162         }
163 }
164
165 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
166 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
167
168 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
169 {
170         entity ent = M_ARGV(0, entity);
171
172         if(autocvar_g_powerups)
173         if(autocvar_g_overkill_powerups_replace)
174         {
175                 if(ent.classname == "item_strength")
176                 {
177                         entity wep = new(weapon_hmg);
178                         setorigin(wep, ent.origin);
179                         setmodel(wep, MDL_OK_HMG);
180                         wep.ok_item = true;
181                         wep.noalign = ent.noalign;
182                         wep.cnt = ent.cnt;
183                         wep.team = ent.team;
184                         wep.respawntime = g_pickup_respawntime_superweapon;
185                         wep.pickup_anyway = true;
186                         wep.spawnfunc_checked = true;
187                         setthink(wep, self_spawnfunc_weapon_hmg);
188                         wep.nextthink = time + 0.1;
189                         return true;
190                 }
191                 else if(ent.classname == "item_invincible")
192                 {
193                         entity wep = new(weapon_rpc);
194                         setorigin(wep, ent.origin);
195                         setmodel(wep, MDL_OK_RPC);
196                         wep.ok_item = true;
197                         wep.noalign = ent.noalign;
198                         wep.cnt = ent.cnt;
199                         wep.team = ent.team;
200                         wep.respawntime = g_pickup_respawntime_superweapon;
201                         wep.pickup_anyway = true;
202                         wep.spawnfunc_checked = true;
203                         setthink(wep, self_spawnfunc_weapon_rpc);
204                         wep.nextthink = time + 0.1;
205                         return true;
206                 }
207         }
208 }
209
210 bool ok_HandleItemWaypoints(entity e)
211 {
212         if(!autocvar_g_overkill_itemwaypoints)
213                 return false; // don't handle it
214
215         switch(e.itemdef)
216         {
217                 case ITEM_HealthMega: return true;
218                 case ITEM_ArmorMedium: return true;
219                 case ITEM_ArmorBig: return true;
220                 case ITEM_ArmorMega: return true;
221         }
222
223         return false;
224 }
225
226 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
227 {
228         entity item = M_ARGV(0, entity);
229         return ok_HandleItemWaypoints(item);
230 }
231
232 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
233 {
234         entity item = M_ARGV(0, entity);
235         return ok_HandleItemWaypoints(item);
236 }
237
238 MUTATOR_HOOKFUNCTION(ok, FilterItem)
239 {
240         entity item = M_ARGV(0, entity);
241
242         if(item.ok_item)
243                 return false;
244
245         switch(item.itemdef)
246         {
247                 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
248                 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
249                 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
250                 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
251         }
252
253         return true;
254 }
255
256 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
257 {
258         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
259
260         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
261         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
262
263         start_items |= IT_UNLIMITED_WEAPON_AMMO;
264         start_weapons = warmup_start_weapons = ok_start_items;
265 }
266
267 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
268 {
269         // turn weapon arena off
270         M_ARGV(0, string) = "off";
271 }
272
273 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
274 {
275         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
276 }
277
278 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
279 {
280         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
281 }
282
283 MUTATOR_HOOKFUNCTION(ok, SetModname)
284 {
285         M_ARGV(0, string) = "Overkill";
286         return true;
287 }
288
289 void ok_Initialize()
290 {
291         precache_all_playermodels("models/ok_player/*.dpm");
292
293         WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
294         WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
295
296         WEP_SHOTGUN.mdl = "ok_shotgun";
297         WEP_MACHINEGUN.mdl = "ok_mg";
298         WEP_VORTEX.mdl = "ok_sniper";
299 }