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Better random items.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / sv_overkill.qc
1 #include "sv_overkill.qh"
2
3 bool autocvar_g_overkill_powerups_replace;
4
5 bool autocvar_g_overkill_itemwaypoints = true;
6
7 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
8
9 IntrusiveList g_overkill_items;
10 STATIC_INIT()
11 {
12         g_overkill_items = IL_NEW();
13         IL_PUSH(g_overkill_items, ITEM_HealthMega);
14         IL_PUSH(g_overkill_items, ITEM_ArmorSmall);
15         IL_PUSH(g_overkill_items, ITEM_ArmorMedium);
16         IL_PUSH(g_overkill_items, ITEM_ArmorBig);
17         IL_PUSH(g_overkill_items, ITEM_ArmorMega);
18 }
19
20 /// \brief Returns a random classname of the overkill item.
21 /// \param[in] prefix Prefix of the cvars that hold probabilities.
22 /// \return Random classname of the overkill item.
23 string RandomItems_GetRandomOverkillItemClassName(string prefix)
24 {
25         RandomSelection_Init();
26         IL_EACH(g_overkill_items, !(it.spawnflags & ITEM_FLAG_MUTATORBLOCKED) &&
27                 Item_IsDefinitionAllowed(it),
28         {
29                 string cvar_name = sprintf("g_%s_%s_probability", prefix,
30                         it.m_canonical_spawnfunc);
31                 if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
32                 {
33                         LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
34                         continue;
35                 }
36                 RandomSelection_AddString(it.m_canonical_spawnfunc, cvar(cvar_name), 1);
37         });
38         string cvar_name = sprintf("g_%s_weapon_okhmg_probability", prefix);
39         if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
40         {
41                 LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
42         }
43         else
44         {
45                 RandomSelection_AddString("weapon_okhmg", cvar(cvar_name), 1);
46         }
47         cvar_name = sprintf("g_%s_weapon_okrpc_probability", prefix);
48         if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
49         {
50                 LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
51         }
52         else
53         {
54                 RandomSelection_AddString("weapon_okrpc", cvar(cvar_name), 1);
55         }
56         return RandomSelection_chosen_string;
57 }
58
59
60 MUTATOR_HOOKFUNCTION(ok, RandomItems_GetRandomItemClassName)
61 {
62         M_ARGV(1, string) = RandomItems_GetRandomOverkillItemClassName(
63                 M_ARGV(0, string));
64         return true;
65 }
66
67 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
68 {
69         entity frag_attacker = M_ARGV(1, entity);
70         entity frag_target = M_ARGV(2, entity);
71         float frag_deathtype = M_ARGV(3, float);
72
73         if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
74         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
75         {
76                 if(frag_attacker != frag_target)
77                 if(!STAT(FROZEN, frag_target))
78                 if(!IS_DEAD(frag_target))
79                 {
80                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
81                         M_ARGV(6, vector) = '0 0 0'; // force
82                 }
83
84                 M_ARGV(4, float) = 0; // damage
85         }
86 }
87
88 void ok_DropItem(entity this, entity targ)
89 {
90         entity e = spawn();
91         e.ok_item = true;
92         Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
93                 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
94 }
95
96 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
97 {
98         entity frag_attacker = M_ARGV(1, entity);
99         entity frag_target = M_ARGV(2, entity);
100
101         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
102
103         ok_DropItem(frag_target, targ);
104
105         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
106         {
107                 .entity weaponentity = weaponentities[slot];
108
109                 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
110         }
111 }
112
113 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
114 {
115         entity mon = M_ARGV(0, entity);
116         entity olditem = M_ARGV(1, entity);
117         entity frag_attacker = M_ARGV(2, entity);
118
119         delete(olditem);
120
121         M_ARGV(1, entity) = NULL;
122
123         ok_DropItem(mon, frag_attacker);
124 }
125
126 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
127 {
128         return true;
129 }
130
131 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
132 {
133         if (game_stopped)
134         {
135                 return;
136         }
137         entity player = M_ARGV(0, entity);
138         if (!IS_PLAYER(player) || IS_DEAD(player) || STAT(FROZEN, player))
139         {
140                 return;
141         }
142         if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) ||
143                 !(round_handler_IsActive() && !round_handler_IsRoundStarted()))
144         {
145                 return;
146         }
147         // Allow secondary blaster during countdown.
148         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
149         {
150                 .entity weaponentity = weaponentities[slot];
151                 Weapon weapon = player.(weaponentity).m_weapon;
152                 if (weapon == WEP_Null && slot != 0)
153                 {
154                         continue;
155                 }
156                 weapon.wr_think(weapon, player, weaponentity, 2);
157         }
158         PHYS_INPUT_BUTTON_ATCK2(player) = false;
159 }
160
161 MUTATOR_HOOKFUNCTION(ok, ForbidRandomStartWeapons)
162 {
163         return true;
164 }
165
166 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
167 {
168         entity player = M_ARGV(0, entity);
169
170         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
171         {
172                 .entity weaponentity = weaponentities[slot];
173                 entity thiswep = player.(weaponentity);
174
175                 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
176                 {
177                         Weapon newwep = player.ok_lastwep[slot];
178                         if(player.ok_lastwep[slot] == WEP_OVERKILL_HMG)
179                                 newwep = WEP_OVERKILL_MACHINEGUN;
180                         if(player.ok_lastwep[slot] == WEP_OVERKILL_RPC)
181                                 newwep = WEP_OVERKILL_NEX;
182                         thiswep.m_switchweapon = newwep;
183                         player.ok_lastwep[slot] = WEP_Null;
184                 }
185         }
186 }
187
188 bool ok_HandleItemWaypoints(entity e)
189 {
190         if(!autocvar_g_overkill_itemwaypoints)
191                 return false; // don't handle it
192
193         switch(e.itemdef)
194         {
195                 case ITEM_HealthMega: return true;
196                 case ITEM_ArmorMedium: return true;
197                 case ITEM_ArmorBig: return true;
198                 case ITEM_ArmorMega: return true;
199         }
200
201         return false;
202 }
203
204 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
205 {
206         entity item = M_ARGV(0, entity);
207         return ok_HandleItemWaypoints(item);
208 }
209
210 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
211 {
212         entity item = M_ARGV(0, entity);
213         return ok_HandleItemWaypoints(item);
214 }
215
216 MUTATOR_HOOKFUNCTION(ok, FilterItem)
217 {
218         entity item = M_ARGV(0, entity);
219
220         if (item.ok_item)
221         {
222                 return false;
223         }
224         switch(item.itemdef)
225         {
226                 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
227                 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
228                 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
229                 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
230         }
231         if (!autocvar_g_powerups || !autocvar_g_overkill_powerups_replace)
232         {
233                 return true;
234         }
235         if (item.classname == "item_strength")
236         {
237                 entity wep = new(weapon_okhmg);
238                 setorigin(wep, item.origin);
239                 wep.ok_item = true;
240                 wep.noalign = Item_ShouldKeepPosition(item);
241                 wep.cnt = item.cnt;
242                 wep.team = item.team;
243                 wep.respawntime = g_pickup_respawntime_superweapon;
244                 wep.pickup_anyway = true;
245                 wep.spawnfunc_checked = true;
246                 Item_Initialize(wep, "weapon_okhmg"); // doesn't actually use spawnfunc
247                 return true;
248         }
249         else if (item.classname == "item_shield")
250         {
251                 entity wep = new(weapon_okrpc);
252                 setorigin(wep, item.origin);
253                 wep.ok_item = true;
254                 wep.noalign = Item_ShouldKeepPosition(item);
255                 wep.cnt = item.cnt;
256                 wep.team = item.team;
257                 wep.respawntime = g_pickup_respawntime_superweapon;
258                 wep.pickup_anyway = true;
259                 wep.spawnfunc_checked = true;
260                 Item_Initialize(wep, "weapon_okrpc"); // doesn't actually use spawnfunc
261                 return true;
262         }
263         return true;
264 }
265
266 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
267 {
268         WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_NEX) | WEPSET(OVERKILL_SHOTGUN));
269
270         if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); }
271         if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_HMG); }
272
273         start_items |= IT_UNLIMITED_WEAPON_AMMO;
274         start_weapons = warmup_start_weapons = ok_start_items;
275 }
276
277 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
278 {
279         // turn weapon arena off
280         M_ARGV(0, string) = "off";
281 }
282
283 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
284 {
285         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
286 }
287
288 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
289 {
290         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
291 }
292
293 MUTATOR_HOOKFUNCTION(ok, SetModname)
294 {
295         M_ARGV(0, string) = "Overkill";
296         return true;
297 }
298