]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Create a crosshair style stat
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index a62036c05104ccb09a15ea5338783d94fa5d66e6..febc062e7cf86f2410a66f90941a1357992c6c31 100644 (file)
@@ -1,7 +1,7 @@
 .float regurgitate_prepare;\r
 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
 .float complain_vore;\r
-.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
+.float vore_oldmovetype, vore_oldsolid;\r
 \r
 const float system_delay_time = 0.1;\r
 const float complain_delay_time = 1;\r
@@ -40,15 +40,19 @@ float Swallow_condition_check(entity prey)
        if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
        if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
        if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
-       if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.stomach_load))\r
        {\r
+               float prey_mass;\r
+               prey_mass = cvar("g_balance_vore_load_prey_mass");\r
+               if(cvar("g_healthsize"))\r
+                       prey_mass *= prey.scale;\r
+\r
                string swallow_complain;\r
                if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
                        swallow_complain = "You cannot swallow your team mates\n";\r
                else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
                        swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
-               else if(self.stomach_load >= self.stomach_maxload)\r
-                       swallow_complain = "You do not have any more room to swallow this player.\n";\r
+               else if(self.stomach_load + prey_mass > self.stomach_maxload)\r
+                       swallow_complain = strcat("You don't have any room to swallow this player. Their mass is ^3", ftos(prey_mass), "^7 and your remaining capacity is ^3", ftos(self.stomach_maxload - self.stomach_load), "\n");\r
                else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
                        swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
                else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
@@ -69,16 +73,6 @@ float Swallow_condition_check(entity prey)
        return FALSE;\r
 }\r
 \r
-float Prey_Mass(entity prey)\r
-{\r
-       float vore_mass;\r
-       vore_mass = cvar("g_balance_vore_load_mass");\r
-       if(cvar("g_healthsize"))\r
-               vore_mass *= prey.scale;\r
-       vore_mass = ceil(vore_mass);\r
-       return vore_mass;\r
-}\r
-\r
 float Stomach_TeamMates_check(entity pred)\r
 {\r
        // checks if a player's stomach contains any team mates\r
@@ -110,65 +104,31 @@ float Vore_CanLeave()
 }\r
 \r
 // position the camera properly for prey\r
-void Vore_SetPreyPositions()\r
+void Vore_SetPreyPositions(entity pred)\r
 {\r
-       // self is the predator and head is the prey\r
+       // pred is the predator and head is the prey\r
 \r
        local entity head;\r
        local vector origin_apply;\r
-       local float position_counter;\r
 \r
        // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
-       // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
-       // For each player, the origin is updated, then a new origin is used for the next player.\r
-       // This requires that no more than 9 players may be in the stomach at a time!\r
+       // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
        FOR_EACH_PLAYER(head)\r
        {\r
-               if(head.predator == self)\r
+               if(head.predator == pred)\r
                {\r
-                       switch(position_counter)\r
-                       {\r
-                               case 0:\r
-                                       origin_apply = '0 0 0'; // first occupant sits in the middle\r
-                                       break;\r
-                               case 1:\r
-                                       origin_apply = '1 0 0'; // second occupant sits in the front\r
-                                       break;\r
-                               case 2:\r
-                                       origin_apply = '-1 0 0'; // third occupant sits in the back\r
-                                       break;\r
-                               case 3:\r
-                                       origin_apply = '0 1 0'; // fourth occupant sits in the right\r
-                                       break;\r
-                               case 4:\r
-                                       origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
-                                       break;\r
-                               case 5:\r
-                                       origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
-                                       break;\r
-                               case 6:\r
-                                       origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
-                                       break;\r
-                               case 7:\r
-                                       origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
-                                       break;\r
-                               case 8:\r
-                                       origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
-                                       break;\r
-                               default:\r
-                                       break;\r
-                       }\r
+                       origin_apply_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
+                       origin_apply_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
+                       origin_apply_z = PL_PREY_VIEW_OFS_z;\r
 \r
                        // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
-                       head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
-                       head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
+                       head.view_ofs = origin_apply;\r
+                       head.view_ofs_z *= pred.scale; // stomach center depends on predator scale\r
 \r
                        // change prey height based on scale\r
                        float prey_height;\r
-                               prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
+                               prey_height = (head.scale - pred.scale) * cvar("g_healthsize_vore_pos");\r
                        head.view_ofs_z += prey_height;\r
-\r
-                       position_counter += 1;\r
                }\r
        }\r
 }\r
@@ -185,16 +145,36 @@ void Vore_GurgleSound()
        }\r
 }\r
 \r
-void Vore_WeightApply(entity e)\r
+void Vore_StomachLoad_Apply()\r
 {\r
-       // apply stomach weight that makes you heavier the more you eat\r
+       // apply stomach weight that makes you heavier and larger the more you eat\r
        // slowing the player is done in cl_physics.qc\r
 \r
-       if(e.stomach_load != e.vore_oldstomachload)\r
-               e.gravity += 1 + (e.stomach_maxload / e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
-       if(e.gravity == 0)\r
-               e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
-       e.vore_oldstomachload = e.stomach_load;\r
+       entity e;\r
+       float prey_mass;\r
+\r
+       // apply the stomach capacity of the predator\r
+       self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
+       if(cvar("g_healthsize"))\r
+               self.stomach_maxload *= self.scale;\r
+       self.stomach_maxload = floor(self.stomach_maxload);\r
+\r
+       self.stomach_load = 0; // start from zero\r
+       FOR_EACH_PLAYER(e)\r
+       {\r
+               if(e.predator == self)\r
+               {\r
+                       prey_mass = cvar("g_balance_vore_load_prey_mass");\r
+                       if(cvar("g_healthsize"))\r
+                               prey_mass *= e.scale;\r
+                       self.stomach_load += floor(prey_mass);\r
+               }\r
+       }\r
+\r
+       // apply weight\r
+       self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
+       if(!self.gravity && self.stomach_load)\r
+               self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
 }\r
 \r
 void Vore_AutoDigest(entity e)\r
@@ -320,12 +300,11 @@ void Vore_Swallow(entity e)
        PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
        setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
        e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
-       e.predator.stomach_load += Prey_Mass(e);\r
        e.predator.regurgitate_prepare = 0;\r
        e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
        e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
-       Vore_WeightApply(e.predator);\r
        Vore_AutoDigest(e.predator);\r
+       Vore_SetPreyPositions(e.predator);\r
 \r
        // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
        e.predator.weapon_delay = time + button_delay_time;\r
@@ -411,10 +390,9 @@ void Vore_Regurgitate(entity e)
        setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
        pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
        e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
-       e.predator.stomach_load -= Prey_Mass(e);\r
        e.predator.regurgitate_prepare = 0;\r
        e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
-       Vore_WeightApply(e.predator);\r
+       Vore_SetPreyPositions(e.predator);\r
 \r
        // block firing for a small amount of time, or we'll be firing the next frame\r
        e.weapon_delay = time + button_delay_time;\r
@@ -432,11 +410,10 @@ void Vore_DeadPrey_Configure(entity e)
        // this entity is like e.predator but for dead prey, to avoid conflicts\r
        e.fakepredator = e.predator;\r
        e.fakeprey = TRUE;\r
+       Vore_SetPreyPositions(e.predator);\r
 \r
        // first release the prey from the predator, as dead prey needs to be attached differently\r
        // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
-       e.predator.stomach_load -= Prey_Mass(e);\r
-       Vore_WeightApply(e.predator);\r
        e.predator = world;\r
 \r
        // now put our dead prey inside the predator's stomach, but only as an effect\r
@@ -509,18 +486,16 @@ void Vore_Digest()
        {\r
                // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
                float vore_offset;\r
-               if(cvar("g_balance_vore_digestion_distribute"))\r
-                       vore_offset = self.predator.stomach_maxload / self.predator.stomach_load;\r
-               else\r
-                       vore_offset = 1;\r
+               vore_offset = 1;\r
+               if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
+                       vore_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
+               if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
+                       vore_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
+               vore_offset = ceil(vore_offset);\r
 \r
                float damage;\r
                damage = cvar("g_balance_vore_digestion_damage") / vore_offset;\r
 \r
-               // apply player scale to digestion damage\r
-               if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
-                       damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\r
-\r
                Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
                if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
                        self.predator.health += cvar("g_balance_vore_digestion_vampire") / vore_offset;\r
@@ -771,6 +746,9 @@ void Vore()
                }\r
        }\r
 \r
+       // set the predator's stomach load and capacity\r
+       Vore_StomachLoad_Apply();\r
+\r
        // apply delays and skip the vore system under some circumstances\r
        if(!cvar("g_vore")) // the vore system is disabled\r
        {\r
@@ -794,12 +772,6 @@ void Vore()
        entity prey;\r
        prey = Swallow_player_check();\r
 \r
-       // set the predator's stomach capacity\r
-       self.stomach_maxload = cvar("g_balance_vore_load_capacity");\r
-       if(cvar("g_healthsize"))\r
-               self.stomach_maxload *= self.scale;\r
-       self.stomach_maxload = ceil(self.stomach_maxload);\r
-\r
        // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
        self.stat_canswallow = 0;\r
        if(Swallow_condition_check(prey))\r
@@ -865,26 +837,33 @@ void Vore()
 // Code that addresses the prey:\r
 // --------------------------------\r
 \r
-       Vore_SetPreyPositions();\r
-\r
-       // keepdeadprey - detach dead prey if their predator died or got swallowed\r
-       if(self.fakeprey)\r
-       if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
-               Vore_DeadPrey_Detach(self);\r
-\r
        if(!self.stat_eaten)\r
                return;\r
 \r
-       if(self.deadflag != DEAD_NO)\r
+       if(self.deadflag != DEAD_NO) // we're dead, do what we must\r
        {\r
                Vore_PreyRelease(self, FALSE);\r
                return;\r
        }\r
 \r
-       if(self.predator.deadflag != DEAD_NO)\r
+       if(self.fakeprey) // detach dead prey if their predator died or got eaten\r
+       if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
+               Vore_DeadPrey_Detach(self);\r
+       if(self.predator.deadflag != DEAD_NO) // do we want to be in a dead furry x_x\r
+       {\r
+               Vore_Regurgitate(self);\r
+               return;\r
+       }\r
+       if(self.predator.stomach_load > self.predator.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
+       {\r
                Vore_Regurgitate(self);\r
-       else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))\r
+               return;\r
+       }\r
+       if(cvar("g_balance_vore_load_pred_speedcap") && vlen(self.predator.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.predator.stomach_load / self.predator.stomach_maxload)) // predator's going too fast, gets sick and throws up\r
+       {\r
                Vore_Regurgitate(self);\r
+               return;\r
+       }\r
 \r
        // apply delayed regurgitating if it was scheduled\r
        if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r