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