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Small arrangements to my last change
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         vector w_shotorg, w_shotdir;\r
16         w_shotorg = self.origin + self.view_ofs;\r
17         w_shotdir = v_forward;\r
18 \r
19         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
20         if(trace_fraction < 1)\r
21         if(trace_ent.classname == "player")\r
22                 return trace_ent;\r
23         return world;\r
24 }\r
25 \r
26 float Swallow_condition_check(entity prey)\r
27 {\r
28         // checks the necessary conditions for swallowing a player\r
29 \r
30         if(prey != self)\r
31         if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
32         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
33         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
34         {\r
35                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
36                 {\r
37                         if(time > self.complain_vore)\r
38                         {\r
39                                 play2(self, "misc/unavailable.wav");\r
40                                 sprint(self, "You cannot swallow your team mates\n");\r
41                                 self.complain_vore = time + complain_delay_time;\r
42                         }\r
43                         return FALSE;\r
44                 }\r
45 \r
46                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
47                 {\r
48                         if(time > self.complain_vore)\r
49                         {\r
50                                 play2(self, "misc/unavailable.wav");\r
51                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
52                                 self.complain_vore = time + complain_delay_time;\r
53                         }\r
54                         return FALSE;\r
55                 }\r
56 \r
57                 if(cvar("g_vore_biggergut"))\r
58                 if(prey.stomach_load > self.stomach_load)\r
59                 {\r
60                         if(time > self.complain_vore)\r
61                         {\r
62                                 play2(self, "misc/unavailable.wav");\r
63                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
64                                 self.complain_vore = time + complain_delay_time;\r
65                         }\r
66                         return FALSE;\r
67                 }\r
68 \r
69                 return TRUE;\r
70         }\r
71         return FALSE;\r
72 }\r
73 \r
74 float Vore_CanLeave()\r
75 {\r
76         if(self.predator.classname == "player")\r
77         {\r
78                 if(teams_matter && self.team == self.predator.team)\r
79                         return TRUE;\r
80                 if(g_rpg && cvar("g_rpg_canleave"))\r
81                         return TRUE;\r
82         }\r
83         return FALSE;\r
84 }\r
85 \r
86 // make the camera smoothly lower itself when we get swallowed\r
87 // our aim is going from the normal view offset to half of the view offset (because half is the best positioning for the stomach model)\r
88 .float cameraeffect_current, cameraeffect_target;\r
89 void Vore_CameraEffect_Set(entity e)\r
90 {\r
91         e.cameraeffect_current = 1;\r
92         e.cameraeffect_target = 2;\r
93 }\r
94 void Vore_CameraEffect_Apply()\r
95 {\r
96         if(self.predator.classname != "player")\r
97                 return;\r
98 \r
99         if(self.cvar_cl_vore_cameraspeed)\r
100         {\r
101                 local float step;\r
102                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
103 \r
104                 // not sure if these maths are good, as the effect should be smoother\r
105                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
106                         self.cameraeffect_current -= step;\r
107                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
108                         self.cameraeffect_current += step;\r
109         }\r
110         else\r
111                 self.cameraeffect_current = self.cameraeffect_target;\r
112 \r
113         self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
114 }\r
115 \r
116 .float gurgle_oldstomachload;\r
117 void Vore_Gurglesound()\r
118 {\r
119         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
120         {\r
121                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
122 \r
123                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
124                 self.gurgle_oldstomachload = self.stomach_load;\r
125         }\r
126 }\r
127 \r
128 void Vore_Weight_apply(entity e)\r
129 {\r
130         // apply stomach weight that makes you heavier the more you eat\r
131         // slowing the player is done in cl_physics.qc\r
132 \r
133         if(e.stomach_load != e.vore_oldstomachload)\r
134                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
135         if(e.gravity == 0)\r
136                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
137         e.vore_oldstomachload = e.stomach_load;\r
138 }\r
139 \r
140 .entity pusher;\r
141 .float pushltime;\r
142 void Vore_Swallow(entity e)\r
143 {\r
144         // this player is being swallowed by another player, apply the proper changes\r
145 \r
146         e.vore_oldmovetype = e.movetype;\r
147         e.vore_oldsolid = e.solid;\r
148 \r
149         e.predator = self;\r
150         setorigin(e, e.predator.origin);\r
151         e.velocity = '0 0 0';\r
152         e.movetype = MOVETYPE_FOLLOW;\r
153         e.solid = SOLID_NOT;\r
154         e.alpha = -1; // best way of hiding the eaten player\r
155         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
156 \r
157         // drop keys (KH) and flags (CTF) when we get swallowed\r
158         kh_Key_DropAll(e, FALSE);\r
159         if(e.flagcarried)\r
160                 DropFlag(e.flagcarried, world, e.predator);\r
161 \r
162         Vore_CameraEffect_Set(e);\r
163 \r
164         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
165                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
166 \r
167         if(teams_matter && e.team == e.predator.team)\r
168         {\r
169                 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
170                 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");\r
171         }\r
172 \r
173         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
174         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
175         e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
176         e.predator.stomach_load += 1;\r
177         e.predator.regurgitate_prepare = 0;\r
178         Vore_Weight_apply(e.predator);\r
179 \r
180         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
181         e.predator.weapon_delay = time + button_delay_time;\r
182         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
183         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
184 }\r
185 \r
186 void Vore_Regurgitate(entity e)\r
187 {\r
188         // this player is being regurgitated by their predator, apply the proper changes\r
189 \r
190         e.movetype = e.vore_oldmovetype;\r
191         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
192                 e.solid = e.vore_oldsolid;\r
193         e.view_ofs_z = PL_VIEW_OFS_z;\r
194         e.alpha = default_player_alpha;\r
195 \r
196         // apply velocities\r
197         local vector oldforward, oldright, oldup;\r
198         oldforward = v_forward;\r
199         oldright = v_right;\r
200         oldup = v_up;\r
201         makevectors(e.predator.v_angle);\r
202         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
203         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
204         v_forward = oldforward;\r
205         v_right = oldright;\r
206         v_up = oldup;\r
207 \r
208         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
209         e.pushltime = time + cvar("g_maxpushtime");\r
210 \r
211         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
212         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
213         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
214         e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
215         e.predator.stomach_load -= 1;\r
216         e.predator.regurgitate_prepare = 0;\r
217         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
218         Vore_Weight_apply(e.predator);\r
219 \r
220         // block firing for a small amount of time, or we'll be firing the next frame\r
221         e.weapon_delay = time + button_delay_time;\r
222         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
223         e.predator = world;\r
224 }\r
225 \r
226 void Vore_Disconnect()\r
227 {\r
228         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
229 \r
230         // prey disconnects or goes spectating while inside someone's belly\r
231         if(self.predator.classname == "player")\r
232                 Vore_Regurgitate(self);\r
233 \r
234         // pred disconnects or goes spectating with players in their belly\r
235         else if(self.stomach_load > 0)\r
236         {\r
237                 entity head;\r
238                 FOR_EACH_PLAYER(head)\r
239                 {\r
240                         if(head.predator == self)\r
241                                 Vore_Regurgitate(head);\r
242                 }\r
243                 Vore_Gurglesound(); // stop the gurgling sound\r
244         }\r
245 }\r
246 \r
247 .float digestion_step;\r
248 void Vore_Digest()\r
249 {\r
250         // apply digestion to prey\r
251 \r
252         if(time > self.predator.digestion_step)\r
253         {\r
254                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
255                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
256                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
257 \r
258                 if (self.predator.digestsound_finished < time)\r
259                 {\r
260                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
261                         self.predator.digestsound_finished = time + 0.5;\r
262                 }\r
263                 self.predator.digestion_step = time + steptime;\r
264         }\r
265 \r
266         if(self.health <= 0)\r
267         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
268                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
269 }\r
270 \r
271 .float teamheal_step;\r
272 void Vore_Teamheal()\r
273 {\r
274         // apply teamheal\r
275 \r
276         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
277         if(time > self.teamheal_step)\r
278         {\r
279                 self.health += cvar("g_balance_vore_teamheal");\r
280                 self.teamheal_step = time + steptime;\r
281         }\r
282 }\r
283 \r
284 .float stomachkick_delay;\r
285 void Vore_StomachKick()\r
286 {\r
287         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
288 \r
289         if(time > self.stomachkick_delay)\r
290         {\r
291                 float damage;\r
292                 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
293                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');\r
294                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
295 \r
296                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
297                         Vore_Regurgitate(self);\r
298 \r
299                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
300         }\r
301 }\r
302 \r
303 void Vore_StomachLeave()\r
304 {\r
305         // allows players to get out of their predator at will in some circumstances, such as team mates\r
306 \r
307         if(Vore_CanLeave())\r
308                 Vore_Regurgitate(self);\r
309         else if(time > self.complain_vore)\r
310         {\r
311                 play2(self, "misc/unavailable.wav");\r
312                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
313                 self.complain_vore = time + complain_delay_time;\r
314         }\r
315 }\r
316 \r
317 void Vore()\r
318 {\r
319         // main vore code, this is where it all happens\r
320 \r
321         if(!cvar("g_vore")) // the vore system is disabled\r
322         {\r
323                 Vore_Disconnect();\r
324                 return;\r
325         }\r
326 \r
327         // set all vore related stats\r
328         if(self.predator.classname == "player")\r
329         {\r
330                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
331                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
332                 self.stat_eaten = num_for_edict(self.predator);\r
333         }\r
334         else\r
335         {\r
336                 self.stat_stomachload = self.stomach_load;\r
337                 self.stat_digesting = self.digesting;\r
338                 self.stat_eaten = 0;\r
339         }\r
340         self.stat_canleave = Vore_CanLeave();\r
341 \r
342         // don't allow a player inside a player inside another player :)\r
343         // prevent this by checking if such has happened, and taking the proper measures\r
344         // this code has a high priority and must not be stopped by any delay, so run it here\r
345         if(self.predator.predator.classname == "player")\r
346         {\r
347                 entity target_predator, target_predator_predator, oldself;\r
348                 target_predator = self.predator;\r
349                 target_predator_predator = self.predator.predator;\r
350 \r
351                 Vore_Regurgitate(self);\r
352 \r
353                 // now steal our prey's prey if this probability applies\r
354                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
355                 {\r
356                         oldself = self;\r
357                         self = target_predator_predator;\r
358                         if(Swallow_condition_check(oldself))\r
359                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
360                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
361                                 Vore_Swallow(oldself);\r
362                         self = oldself;\r
363                 }\r
364         }\r
365 \r
366         // apply delays and skip the vore system under some circumstances\r
367         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
368         {\r
369                 Vore_Disconnect();\r
370                 return;\r
371         }\r
372         if(self.spectatee_status)\r
373                 return;\r
374         if(time < self.system_delay)\r
375                 return;\r
376 \r
377 // --------------------------------\r
378 // Code that addresses predators:\r
379 // --------------------------------\r
380 \r
381         entity prey;\r
382         prey = Swallow_player_check();\r
383 \r
384         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
385         if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
386         if(Swallow_condition_check(prey))\r
387                 Vore_Swallow(prey);\r
388 \r
389         // toggle digestion, if the player has someone in their stomach\r
390         if(self.BUTTON_DIGEST)\r
391         {\r
392                 if(self.stomach_load)\r
393                 {\r
394                         if(time > self.digest_button_delay_time)\r
395                         {\r
396                                 self.digesting = !self.digesting;\r
397                                 self.digest_button_delay_time = time + button_delay_time;\r
398                         }\r
399                 }\r
400                 else if(time > self.complain_vore)\r
401                 {\r
402                         play2(self, "misc/unavailable.wav");\r
403                         sprint(self, "There is nothing to digest\n");\r
404                         self.complain_vore = time + complain_delay_time;\r
405                 }\r
406         }\r
407         if(!self.stomach_load)\r
408                 self.digesting = FALSE;\r
409 \r
410         // predator wishes to regurgitate his prey\r
411         if(self.BUTTON_REGURGITATE)\r
412         {\r
413                 if(self.stomach_load)\r
414                 {\r
415                         if(time > self.regurgitate_button_delay_time)\r
416                         {\r
417                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
418                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
419                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
420                         }\r
421                 }\r
422                 else if(time > self.complain_vore)\r
423                 {\r
424                         play2(self, "misc/unavailable.wav");\r
425                         sprint(self, "There is nothing to regurgitate\n");\r
426                         self.complain_vore = time + complain_delay_time;\r
427                 }\r
428         }\r
429 \r
430         if(cvar("g_vore_gurglesound"))\r
431                 Vore_Gurglesound();\r
432 \r
433 // --------------------------------\r
434 // Code that addresses the prey:\r
435 // --------------------------------\r
436 \r
437         if(self.predator.classname != "player")\r
438                 return;\r
439 \r
440         if(self.deadflag || self.predator.deadflag)\r
441                 Vore_Regurgitate(self);\r
442         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
443                 Vore_Regurgitate(self);\r
444 \r
445         // apply delayed regurgitating if it was scheduled\r
446         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
447         {\r
448                 self.predator.regurgitate_prepare = 0;\r
449                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
450                 Vore_Regurgitate(self);\r
451         }\r
452 \r
453         // execute digesting and team healing\r
454         if(self.predator.digesting == TRUE)\r
455                 Vore_Digest();\r
456         if(teams_matter && self.team == self.predator.team)\r
457         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
458                 Vore_Teamheal();\r
459 \r
460         // execute prey commands\r
461         if(self.BUTTON_ATCK)\r
462                 Vore_StomachKick();\r
463         if(self.BUTTON_JUMP)\r
464                 Vore_StomachLeave();\r
465 \r
466         Vore_CameraEffect_Apply();\r
467 }