]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
50/50 probability for either a predator or prey to play the taunt, fixing a conflict...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index fdbff4d971d80e0603d17ae216d2f7ec34f33632..29f8dbb341c626cf28d2d41beb1ef70f6f5c2a59 100644 (file)
@@ -1,14 +1,14 @@
 .float regurgitate_prepare;\r
 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
 .float complain_vore;\r
-.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;\r
+.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
 \r
 const float system_delay_time = 0.1;\r
 const float complain_delay_time = 1;\r
 const float button_delay_time = 0.5;\r
 const float steptime = 0.1;\r
 \r
-entity Swallow_distance_check()\r
+entity Swallow_player_check()\r
 {\r
        // check if we can swallow a player instead of firing our weapon\r
 \r
@@ -25,17 +25,30 @@ entity Swallow_distance_check()
 \r
 float Swallow_condition_check(entity prey)\r
 {\r
-       // checks the necessary conditions for swallowing another player\r
+       // checks the necessary conditions for swallowing a player\r
 \r
+       if(prey != self)\r
        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
        if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
+       if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
        if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
        {\r
+               if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
+               {\r
+                       if(time > self.complain_vore)\r
+                       {\r
+                               play2(self, "misc/unavailable.wav");\r
+                               sprint(self, "You cannot swallow your team mates\n");\r
+                               self.complain_vore = time + complain_delay_time;\r
+                       }\r
+                       return FALSE;\r
+               }\r
+\r
                if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
                {\r
                        if(time > self.complain_vore)\r
                        {\r
-                               play2(self, "weapons/unavailable.wav");\r
+                               play2(self, "misc/unavailable.wav");\r
                                sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
                                self.complain_vore = time + complain_delay_time;\r
                        }\r
@@ -47,7 +60,7 @@ float Swallow_condition_check(entity prey)
                {\r
                        if(time > self.complain_vore)\r
                        {\r
-                               play2(self, "weapons/unavailable.wav");\r
+                               play2(self, "misc/unavailable.wav");\r
                                sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
                                self.complain_vore = time + complain_delay_time;\r
                        }\r
@@ -59,10 +72,33 @@ float Swallow_condition_check(entity prey)
        return FALSE;\r
 }\r
 \r
+float Stomach_TeamMates_check(entity pred)\r
+{\r
+       // checks if a player's stomach contains any team mates\r
+\r
+       entity head;\r
+       if(teams_matter)\r
+       {\r
+               FOR_EACH_PLAYER(head)\r
+               {\r
+                       if(head.predator == pred && head.team == pred.team)\r
+                               return TRUE;\r
+               }\r
+       }\r
+       return FALSE;\r
+}\r
+\r
 float Vore_CanLeave()\r
 {\r
-       if(teams_matter && self.team == self.predator.team)\r
-               return TRUE;\r
+       if(self.predator.classname == "player")\r
+       {\r
+               if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
+                       return TRUE;\r
+               if(teams_matter && self.team == self.predator.team)\r
+                       return TRUE;\r
+               if(g_rpg && cvar("g_rpg_canleave"))\r
+                       return TRUE;\r
+       }\r
        return FALSE;\r
 }\r
 \r
@@ -93,11 +129,11 @@ void Vore_CameraEffect_Apply()
        else\r
                self.cameraeffect_current = self.cameraeffect_target;\r
 \r
-       self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;\r
+       self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
 }\r
 \r
 .float gurgle_oldstomachload;\r
-void Vore_Gurglesound()\r
+void Vore_GurgleSound()\r
 {\r
        if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
        {\r
@@ -108,7 +144,7 @@ void Vore_Gurglesound()
        }\r
 }\r
 \r
-void Vore_Weight_apply(entity e)\r
+void Vore_WeightApply(entity e)\r
 {\r
        // apply stomach weight that makes you heavier the more you eat\r
        // slowing the player is done in cl_physics.qc\r
@@ -120,6 +156,22 @@ void Vore_Weight_apply(entity e)
        e.vore_oldstomachload = e.stomach_load;\r
 }\r
 \r
+void Vore_AutoDigest(entity e)\r
+{\r
+       // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
+\r
+       if(!cvar("g_vore_digestion") || e.digesting)\r
+               return;\r
+       if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
+               return; // this feature is only for players, not bots\r
+       if(e.stomach_load > 1)\r
+               return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
+       if(Stomach_TeamMates_check(e))\r
+               return; // never begin automatic digestion if we've swallowed a team mate\r
+\r
+       e.digesting = TRUE;\r
+}\r
+\r
 .entity pusher;\r
 .float pushltime;\r
 void Vore_Swallow(entity e)\r
@@ -128,7 +180,6 @@ void Vore_Swallow(entity e)
 \r
        e.vore_oldmovetype = e.movetype;\r
        e.vore_oldsolid = e.solid;\r
-       e.vore_oldview_ofs_z = e.view_ofs_z;\r
 \r
        e.predator = self;\r
        setorigin(e, e.predator.origin);\r
@@ -156,9 +207,12 @@ void Vore_Swallow(entity e)
 \r
        PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
        setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+       e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
        e.predator.stomach_load += 1;\r
        e.predator.regurgitate_prepare = 0;\r
-       Vore_Weight_apply(e.predator);\r
+       e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
+       Vore_WeightApply(e.predator);\r
+       Vore_AutoDigest(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
@@ -173,7 +227,7 @@ void Vore_Regurgitate(entity e)
        e.movetype = e.vore_oldmovetype;\r
        if(e.health > 0) // leave SOLID_NOT for dead bodies\r
                e.solid = e.vore_oldsolid;\r
-       e.view_ofs_z = e.vore_oldview_ofs_z;\r
+       e.view_ofs_z = PL_VIEW_OFS_z;\r
        e.alpha = default_player_alpha;\r
 \r
        // apply velocities\r
@@ -194,10 +248,11 @@ void Vore_Regurgitate(entity e)
        PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
        setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
        pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
+       e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
        e.predator.stomach_load -= 1;\r
        e.predator.regurgitate_prepare = 0;\r
        e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
-       Vore_Weight_apply(e.predator);\r
+       Vore_WeightApply(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
@@ -205,13 +260,70 @@ void Vore_Regurgitate(entity e)
        e.predator = world;\r
 }\r
 \r
+void Vore_DeadPrey_Configure(entity e)\r
+{\r
+       // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
+\r
+       if(e.fakeprey || e.predator.classname != "player") // already configured\r
+               return;\r
+\r
+       // this entity is like e.predator but for dead prey, to avoid conflicts\r
+       e.fakepredator = e.predator;\r
+       e.fakeprey = TRUE;\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 -= 1;\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
+       e.movetype = MOVETYPE_FOLLOW;\r
+       e.takedamage = DAMAGE_NO;\r
+       e.solid = SOLID_NOT;\r
+       e.aiment = e.fakepredator;\r
+\r
+       // completely remove the dead body\r
+       e.alpha = -1;\r
+}\r
+\r
+void Vore_DeadPrey_Detach(entity e)\r
+{\r
+       // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
+       // should only execute after Vore_DeadPrey_Configure has ran first\r
+\r
+       if not(cvar("g_vore_keepdeadprey"))\r
+               return;\r
+\r
+       e.fakepredator = world;\r
+       e.aiment = world;\r
+\r
+       if(!e.deadflag)\r
+               e.fakeprey = FALSE;\r
+}\r
+\r
+void Vore_PreyRelease(entity e)\r
+{\r
+       // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
+       if(e.health <= 0 && cvar("g_vore_keepdeadprey"))\r
+       {\r
+               Vore_DeadPrey_Configure(e);\r
+\r
+               // if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
+               if(e.fakepredator.classname != "player")\r
+                       Vore_DeadPrey_Detach(e);\r
+       }\r
+       else\r
+               Vore_Regurgitate(e);\r
+}\r
+\r
 void Vore_Disconnect()\r
 {\r
        // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
 \r
        // prey disconnects or goes spectating while inside someone's belly\r
        if(self.predator.classname == "player")\r
-               Vore_Regurgitate(self);\r
+               Vore_PreyRelease(self);\r
 \r
        // pred disconnects or goes spectating with players in their belly\r
        else if(self.stomach_load > 0)\r
@@ -220,10 +332,12 @@ void Vore_Disconnect()
                FOR_EACH_PLAYER(head)\r
                {\r
                        if(head.predator == self)\r
-                               Vore_Regurgitate(head);\r
+                               Vore_PreyRelease(head);\r
                }\r
-               Vore_Gurglesound(); // stop the gurgling sound\r
+               Vore_GurgleSound(); // stop the gurgling sound\r
        }\r
+\r
+       self.stomach_load = self.gravity = 0; // prevents a bug\r
 }\r
 \r
 .float digestion_step;\r
@@ -272,7 +386,7 @@ void Vore_StomachKick()
        {\r
                float damage;\r
                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
-               Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');\r
+               Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
                sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
 \r
                if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
@@ -290,16 +404,76 @@ void Vore_StomachLeave()
                Vore_Regurgitate(self);\r
        else if(time > self.complain_vore)\r
        {\r
-               play2(self, "weapons/unavailable.wav");\r
+               play2(self, "misc/unavailable.wav");\r
                sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
                self.complain_vore = time + complain_delay_time;\r
        }\r
 }\r
 \r
+void Vore_AutoTaunt()\r
+{\r
+       // triggers ambient vore taunts, for both pred and prey\r
+\r
+       // 50/50 probability for either a predator or prey to play the taunt\r
+       if(random() < 0.5)\r
+       {\r
+               // predator taunts\r
+               if(self.stomach_load && !Stomach_TeamMates_check(self))\r
+               {\r
+                       if(!self.taunt_soundtime)\r
+                               SetAutoTaunt(self, time, TRUE, TAUNTTYPE_VOREPRED);\r
+               }\r
+               else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
+               {\r
+                       // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
+                       SetAutoTaunt(self, 0, FALSE, 0);\r
+               }\r
+       }\r
+       else\r
+       {\r
+               // prey taunts\r
+               if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
+               {\r
+                       if(!self.taunt_soundtime)\r
+                               SetAutoTaunt(self, time, TRUE, TAUNTTYPE_VOREPREY);\r
+               }\r
+               else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
+               {\r
+                       // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
+                       SetAutoTaunt(self, 0, FALSE, 0);\r
+               }\r
+       }\r
+}\r
+\r
 void Vore()\r
 {\r
        // main vore code, this is where it all happens\r
 \r
+       if(!cvar("g_vore")) // the vore system is disabled\r
+       {\r
+               Vore_Disconnect();\r
+               return;\r
+       }\r
+\r
+       Vore_AutoTaunt();\r
+\r
+       // wash the goo away from players once they leave the stomach\r
+       if(self.predator.classname != "player")\r
+       if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
+       if(self.colormod)\r
+       if(cvar("g_vore_regurgitatecolor_release_fade"))\r
+       {\r
+               self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+               if(self.colormod_x > 1)\r
+                       self.colormod_x = 1;\r
+               self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+               if(self.colormod_y > 1)\r
+                       self.colormod_y = 1;\r
+               self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+               if(self.colormod_z > 1)\r
+                       self.colormod_z = 1;\r
+       }\r
+\r
        // set all vore related stats\r
        if(self.predator.classname == "player")\r
        {\r
@@ -315,7 +489,31 @@ void Vore()
        }\r
        self.stat_canleave = Vore_CanLeave();\r
 \r
-       // skip the vore system under some circumstances\r
+       // don't allow a player inside a player inside another player :)\r
+       // prevent this by checking if such has happened, and taking the proper measures\r
+       // this code has a high priority and must not be stopped by any delay, so run it here\r
+       if(self.predator.predator.classname == "player")\r
+       {\r
+               entity target_predator, target_predator_predator, oldself;\r
+               target_predator = self.predator;\r
+               target_predator_predator = self.predator.predator;\r
+\r
+               Vore_Regurgitate(self);\r
+\r
+               // now steal our prey's prey if this probability applies\r
+               if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
+               {\r
+                       oldself = self;\r
+                       self = target_predator_predator;\r
+                       if(Swallow_condition_check(oldself))\r
+                       if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
+                       if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
+                               Vore_Swallow(oldself);\r
+                       self = oldself;\r
+               }\r
+       }\r
+\r
+       // apply delays and skip the vore system under some circumstances\r
        if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
        {\r
                Vore_Disconnect();\r
@@ -331,15 +529,15 @@ void Vore()
 // --------------------------------\r
 \r
        entity prey;\r
-       prey = Swallow_distance_check();\r
+       prey = Swallow_player_check();\r
 \r
        // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
-       if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
+       if(self.BUTTON_ATCK)\r
        if(Swallow_condition_check(prey))\r
                Vore_Swallow(prey);\r
 \r
        // toggle digestion, if the player has someone in their stomach\r
-       if(self.BUTTON_DIGEST)\r
+       if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
        {\r
                if(self.stomach_load)\r
                {\r
@@ -351,12 +549,12 @@ void Vore()
                }\r
                else if(time > self.complain_vore)\r
                {\r
-                       play2(self, "weapons/unavailable.wav");\r
+                       play2(self, "misc/unavailable.wav");\r
                        sprint(self, "There is nothing to digest\n");\r
                        self.complain_vore = time + complain_delay_time;\r
                }\r
        }\r
-       if(!self.stomach_load)\r
+       if(!self.stomach_load || !cvar("g_vore_digestion"))\r
                self.digesting = FALSE;\r
 \r
        // predator wishes to regurgitate his prey\r
@@ -373,40 +571,35 @@ void Vore()
                }\r
                else if(time > self.complain_vore)\r
                {\r
-                       play2(self, "weapons/unavailable.wav");\r
+                       play2(self, "misc/unavailable.wav");\r
                        sprint(self, "There is nothing to regurgitate\n");\r
                        self.complain_vore = time + complain_delay_time;\r
                }\r
        }\r
 \r
        if(cvar("g_vore_gurglesound"))\r
-               Vore_Gurglesound();\r
+               Vore_GurgleSound();\r
 \r
 // --------------------------------\r
 // Code that addresses the prey:\r
 // --------------------------------\r
 \r
+       // keepdeadprey - detach dead prey if their predator died or got swallowed\r
+       if(self.fakepredator.classname == "player")\r
+       if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
+               Vore_DeadPrey_Detach(self);\r
+\r
        if(self.predator.classname != "player")\r
                return;\r
 \r
-       if(self.predator.deadflag || self.deadflag)\r
-               Vore_Regurgitate(self);\r
-       else if(self.predator.predator.classname == "player") // don't allow a player inside a player inside another player :)\r
+       if(self.deadflag)\r
        {\r
-               entity target_predator, oldself;\r
-               target_predator = self.predator.predator;\r
+               Vore_PreyRelease(self);\r
+               return;\r
+       }\r
 \r
+       if(self.predator.deadflag)\r
                Vore_Regurgitate(self);\r
-               if(random() < cvar("g_vore_stealprey")) // steal our prey's prey if this probability returns true\r
-               if not(teams_matter && self.predator.team == target_predator.team) // don't steal a team mate's prey\r
-               if(Swallow_condition_check(self))\r
-               {\r
-                       oldself = self;\r
-                       self = target_predator;\r
-                       Vore_Swallow(oldself);\r
-                       self = oldself;\r
-               }\r
-       }\r
        else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
                Vore_Regurgitate(self);\r
 \r
@@ -422,10 +615,11 @@ void Vore()
        if(self.predator.digesting == TRUE)\r
                Vore_Digest();\r
        if(teams_matter && self.team == self.predator.team)\r
+       if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
                Vore_Teamheal();\r
 \r
        // execute prey commands\r
-       if(self.BUTTON_ATCK)\r
+       if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
                Vore_StomachKick();\r
        if(self.BUTTON_JUMP)\r
                Vore_StomachLeave();\r