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Add g_powerups_dropondeath setting (off by default, whitelisted)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / powerups / sv_powerups.qc
1 #include "sv_powerups.qh"
2
3 MUTATOR_HOOKFUNCTION(powerups, W_PlayStrengthSound)
4 {
5         entity player = M_ARGV(0, entity);
6
7         if(StatusEffects_active(STATUSEFFECT_Strength, player)
8                 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
9                 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
10                 {
11                         sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM);
12                         player.prevstrengthsound = time;
13                 }
14         player.prevstrengthsoundattempt = time;
15 }
16
17 MUTATOR_HOOKFUNCTION(powerups, LogDeath_AppendItemCodes)
18 {
19         entity player = M_ARGV(0, entity);
20
21         if(StatusEffects_active(STATUSEFFECT_Strength, player))
22                 M_ARGV(1, string) = strcat(M_ARGV(1, string), "S");
23
24         if(StatusEffects_active(STATUSEFFECT_Shield, player))
25                 M_ARGV(1, string) = strcat(M_ARGV(1, string), "I");
26
27         // TODO: item codes for other powerups?
28 }
29
30 MUTATOR_HOOKFUNCTION(powerups, Damage_Calculate)
31 {
32         entity attacker = M_ARGV(1, entity);
33         entity targ = M_ARGV(2, entity);
34
35         // apply strength multiplier
36         if(StatusEffects_active(STATUSEFFECT_Strength, attacker))
37         {
38                 if(targ == attacker)
39                 {
40                         M_ARGV(4, float) = M_ARGV(4, float) * autocvar_g_balance_powerup_strength_selfdamage;
41                         M_ARGV(6, vector) = M_ARGV(6, vector) * autocvar_g_balance_powerup_strength_selfforce;
42                 }
43                 else
44                 {
45                         M_ARGV(4, float) = M_ARGV(4, float) * autocvar_g_balance_powerup_strength_damage;
46                         M_ARGV(6, vector) = M_ARGV(6, vector) * autocvar_g_balance_powerup_strength_force;
47                 }
48         }
49
50         // apply shield multiplier
51         if(StatusEffects_active(STATUSEFFECT_Shield, targ))
52         {
53                 M_ARGV(4, float) = M_ARGV(4, float) * autocvar_g_balance_powerup_invincible_takedamage;
54                 if (targ != attacker)
55                 {
56                         M_ARGV(6, vector) = M_ARGV(6, vector) * autocvar_g_balance_powerup_invincible_takeforce;
57                 }
58         }
59 }
60
61 MUTATOR_HOOKFUNCTION(powerups, CustomizeWaypoint)
62 {
63         entity wp = M_ARGV(0, entity);
64         entity player = M_ARGV(1, entity);
65
66         entity e = WaypointSprite_getviewentity(player);
67
68         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
69         // but only apply this to real players, not to spectators
70         if(IS_CLIENT(wp.owner) && (e == player) && DIFF_TEAM(wp.owner, e) && StatusEffects_active(STATUSEFFECT_Invisibility, wp.owner))
71                 return true;
72 }
73
74 MUTATOR_HOOKFUNCTION(powerups, MonsterValidTarget)
75 {
76         entity targ = M_ARGV(1, entity);
77         return StatusEffects_active(STATUSEFFECT_Invisibility, targ);
78 }
79
80 void powerups_DropItem(entity this, StatusEffects effect)
81 {
82         entity item = Item_DefinitionFromInternalName(effect.netname);
83         float timeleft = StatusEffects_gettime(effect, this);
84         if((timeleft - time) <= 0 || !item)
85                 return;
86         entity e = spawn();
87         // TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
88         switch(item)
89         {
90                 case ITEM_Strength: e.strength_finished = timeleft; break;
91                 case ITEM_Shield: e.invincible_finished = timeleft; break;
92                 case ITEM_Invisibility: e.invisibility_finished = timeleft; break;
93                 case ITEM_Speed: e.speed_finished = timeleft; break;
94         }
95         Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin + '0 0 32', randomvec() * 175 + '0 0 175', min(timeleft - time, 10));
96         Item_SetExpiring(e, true);
97 }
98
99 MUTATOR_HOOKFUNCTION(powerups, PlayerDies)
100 {
101         if(!autocvar_g_powerups_dropondeath)
102                 return;
103
104         entity frag_target = M_ARGV(2, entity);
105
106         FOREACH(StatusEffect, it.instanceOfPowerups,
107         {
108                 if(StatusEffects_active(it, frag_target))
109                         powerups_DropItem(frag_target, it);
110         });
111 }
112
113 MUTATOR_HOOKFUNCTION(powerups, PlayerPhysics_UpdateStats)
114 {
115         entity player = M_ARGV(0, entity);
116         // these automatically reset, no need to worry
117
118         if(StatusEffects_active(STATUSEFFECT_Speed, player))
119                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_balance_powerup_speed_highspeed;
120 }
121
122 MUTATOR_HOOKFUNCTION(powerups, WeaponRateFactor)
123 {
124         entity player = M_ARGV(1, entity);
125
126         if(StatusEffects_active(STATUSEFFECT_Speed, player))
127                 M_ARGV(0, float) *= autocvar_g_balance_powerup_speed_attackrate;
128 }
129
130 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsPrettyString)
131 {
132         if(autocvar_g_powerups == 0)
133                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", No powerups");
134         if(autocvar_g_powerups > 0)
135                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Powerups");
136 }
137
138 MUTATOR_HOOKFUNCTION(powerups, BotShouldAttack)
139 {
140         entity targ = M_ARGV(1, entity);
141
142         if(StatusEffects_active(STATUSEFFECT_Invisibility, targ))
143                 return true;
144 }
145
146 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsString)
147 {
148         if(autocvar_g_powerups == 0)
149                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":no_powerups");
150         if(autocvar_g_powerups > 0)
151                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":powerups");
152 }