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1 #ifndef MUTATOR_INSTAGIB_H
2 #define MUTATOR_INSTAGIB_H
3
4 #include "items.qc"
5
6 #ifdef SVQC
7 float autocvar_g_instagib_invis_alpha;
8 #endif
9
10 #endif
11
12 #ifdef IMPLEMENTATION
13 #ifdef SVQC
14
15 int autocvar_g_instagib_ammo_drop;
16 int autocvar_g_instagib_extralives;
17 float autocvar_g_instagib_speed_highspeed;
18
19 #include <server/cl_client.qh>
20
21 #include <common/items/all.qc>
22
23 REGISTER_MUTATOR(mutator_instagib, cvar("g_instagib") && !g_nexball);
24
25 spawnfunc(item_minst_cells)
26 {
27         if (!g_instagib) { remove(this); return; }
28         if (!this.ammo_cells) this.ammo_cells = autocvar_g_instagib_ammo_drop;
29         StartItem(this, ITEM_VaporizerCells);
30 }
31
32 void instagib_invisibility(entity this)
33 {
34         this.strength_finished = autocvar_g_balance_powerup_strength_time;
35         StartItem(this, ITEM_Invisibility);
36 }
37
38 void instagib_extralife(entity this)
39 {
40         StartItem(this, ITEM_ExtraLife);
41 }
42
43 void instagib_speed(entity this)
44 {
45         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
46         StartItem(this, ITEM_Speed);
47 }
48
49 .float instagib_nextthink;
50 .float instagib_needammo;
51 void instagib_stop_countdown(entity e)
52 {
53         if (!e.instagib_needammo)
54                 return;
55         Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_INSTAGIB_FINDAMMO);
56         e.instagib_needammo = false;
57 }
58 void instagib_ammocheck(entity this)
59 {
60         if(time < this.instagib_nextthink)
61                 return;
62         if(!IS_PLAYER(this))
63                 return; // not a player
64
65         if(IS_DEAD(this) || gameover)
66                 instagib_stop_countdown(this);
67         else if (this.ammo_cells > 0 || (this.items & IT_UNLIMITED_WEAPON_AMMO) || (this.flags & FL_GODMODE))
68                 instagib_stop_countdown(this);
69         else if(autocvar_g_rm && autocvar_g_rm_laser)
70         {
71                 if(!this.instagib_needammo)
72                 {
73                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_INSTAGIB_DOWNGRADE);
74                         this.instagib_needammo = true;
75                 }
76         }
77         else
78         {
79                 this.instagib_needammo = true;
80                 if (this.health <= 5)
81                 {
82                         Damage(this, this, this, 5, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
83                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_INSTAGIB_TERMINATED);
84                 }
85                 else if (this.health <= 10)
86                 {
87                         Damage(this, this, this, 5, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
88                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_1);
89                 }
90                 else if (this.health <= 20)
91                 {
92                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
93                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_2);
94                 }
95                 else if (this.health <= 30)
96                 {
97                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
98                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_3);
99                 }
100                 else if (this.health <= 40)
101                 {
102                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
103                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_4);
104                 }
105                 else if (this.health <= 50)
106                 {
107                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
108                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_5);
109                 }
110                 else if (this.health <= 60)
111                 {
112                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
113                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_6);
114                 }
115                 else if (this.health <= 70)
116                 {
117                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
118                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_7);
119                 }
120                 else if (this.health <= 80)
121                 {
122                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
123                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_8);
124                 }
125                 else if (this.health <= 90)
126                 {
127                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_INSTAGIB_FINDAMMO);
128                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
129                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_9);
130                 }
131                 else
132                 {
133                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, MULTI_INSTAGIB_FINDAMMO);
134                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
135                 }
136         }
137         this.instagib_nextthink = time + 1;
138 }
139
140 MUTATOR_HOOKFUNCTION(mutator_instagib, MatchEnd)
141 {
142         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(instagib_stop_countdown(it)));
143 }
144
145 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterDropItem)
146 {
147         entity item = M_ARGV(1, entity);
148
149         item.monster_loot = spawnfunc_item_minst_cells;
150 }
151
152 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterSpawn)
153 {
154         entity mon = M_ARGV(0, entity);
155
156         // always refill ammo
157         if(mon.monsterid == MON_MAGE.monsterid)
158                 mon.skin = 1;
159 }
160
161 MUTATOR_HOOKFUNCTION(mutator_instagib, BotShouldAttack)
162 {
163         entity targ = M_ARGV(1, entity);
164
165         if (targ.items & ITEM_Invisibility.m_itemid)
166                 return true;
167 }
168
169 MUTATOR_HOOKFUNCTION(mutator_instagib, MakePlayerObserver)
170 {
171         entity player = M_ARGV(0, entity);
172
173         instagib_stop_countdown(player);
174 }
175
176 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerSpawn)
177 {
178         entity player = M_ARGV(0, entity);
179
180         player.effects |= EF_FULLBRIGHT;
181 }
182
183 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPreThink)
184 {
185         entity player = M_ARGV(0, entity);
186
187         instagib_ammocheck(player);
188 }
189
190 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerRegen)
191 {
192         // no regeneration in instagib
193         return true;
194 }
195
196 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPowerups)
197 {
198         entity player = M_ARGV(0, entity);
199
200         if (!(player.effects & EF_FULLBRIGHT))
201                 player.effects |= EF_FULLBRIGHT;
202
203         if (player.items & ITEM_Invisibility.m_itemid)
204         {
205                 play_countdown(player, player.strength_finished, SND_POWEROFF);
206                 if (time > player.strength_finished)
207                 {
208                         player.alpha = default_player_alpha;
209                         player.exteriorweaponentity.alpha = default_weapon_alpha;
210                         player.items &= ~ITEM_Invisibility.m_itemid;
211                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
212                 }
213         }
214         else
215         {
216                 if (time < player.strength_finished)
217                 {
218                         player.alpha = autocvar_g_instagib_invis_alpha;
219                         player.exteriorweaponentity.alpha = autocvar_g_instagib_invis_alpha;
220                         player.items |= ITEM_Invisibility.m_itemid;
221                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_INVISIBILITY, player.netname);
222                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
223                 }
224         }
225
226         if (player.items & ITEM_Speed.m_itemid)
227         {
228                 play_countdown(player, player.invincible_finished, SND_POWEROFF);
229                 if (time > player.invincible_finished)
230                 {
231                         player.items &= ~ITEM_Speed.m_itemid;
232                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_SPEED);
233                 }
234         }
235         else
236         {
237                 if (time < player.invincible_finished)
238                 {
239                         player.items |= ITEM_Speed.m_itemid;
240                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SPEED, player.netname);
241                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERUP_SPEED);
242                 }
243         }
244 }
245
246 .float stat_sv_maxspeed;
247
248 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPhysics)
249 {
250         entity player = M_ARGV(0, entity);
251
252         if(player.items & ITEM_Speed.m_itemid)
253                 player.stat_sv_maxspeed = player.stat_sv_maxspeed * autocvar_g_instagib_speed_highspeed;
254 }
255
256 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_SplitHealthArmor)
257 {
258         M_ARGV(4, float) = M_ARGV(7, float); // take = damage
259         M_ARGV(5, float) = 0; // save
260 }
261
262 MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
263 {
264         // weapon dropping on death handled by FilterItem
265         return true;
266 }
267
268 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_Calculate)
269 {
270         entity frag_attacker = M_ARGV(1, entity);
271         entity frag_target = M_ARGV(2, entity);
272         float frag_deathtype = M_ARGV(3, float);
273         float frag_damage = M_ARGV(4, float);
274         float frag_mirrordamage = M_ARGV(5, float);
275         vector frag_force = M_ARGV(6, vector);
276
277         if(autocvar_g_friendlyfire == 0 && SAME_TEAM(frag_target, frag_attacker) && IS_PLAYER(frag_target) && IS_PLAYER(frag_attacker))
278                 frag_damage = 0;
279
280         if(IS_PLAYER(frag_target))
281         {
282                 if(frag_deathtype == DEATH_FALL.m_id)
283                         frag_damage = 0; // never count fall damage
284
285                 if(!autocvar_g_instagib_damagedbycontents)
286                 switch(DEATH_ENT(frag_deathtype))
287                 {
288                         case DEATH_DROWN:
289                         case DEATH_SLIME:
290                         case DEATH_LAVA:
291                                 frag_damage = 0;
292                                 break;
293                 }
294
295                 if(IS_PLAYER(frag_attacker))
296                 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
297                 {
298                         if(!autocvar_g_instagib_friendlypush && SAME_TEAM(frag_target, frag_attacker))
299                                 frag_force = '0 0 0';
300
301                         if(frag_target.armorvalue)
302                         {
303                                 frag_target.armorvalue -= 1;
304                                 frag_damage = 0;
305                                 frag_target.damage_dealt += 1;
306                                 frag_attacker.damage_dealt += 1;
307                                 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_target.armorvalue);
308                         }
309                 }
310
311                 if(IS_PLAYER(frag_attacker) && DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
312                 {
313                         if(frag_deathtype & HITTYPE_SECONDARY)
314                         {
315                                 if(!autocvar_g_instagib_blaster_keepdamage || frag_attacker == frag_target)
316                                 {
317                                         frag_damage = 0;
318                                         if(!autocvar_g_instagib_mirrordamage)
319                                                 frag_mirrordamage = 0; // never do mirror damage on enemies
320                                 }
321
322                                 if(frag_target != frag_attacker)
323                                 {
324                                         if(frag_damage <= 0 && frag_target.health > 0) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); }
325                                         if(!autocvar_g_instagib_blaster_keepforce)
326                                                 frag_force = '0 0 0';
327                                 }
328                         }
329                 }
330         }
331
332         if(!autocvar_g_instagib_mirrordamage) // only apply the taking lives hack if we don't want to support real damage mirroring
333         if(IS_PLAYER(frag_attacker))
334         if(frag_mirrordamage > 0)
335         {
336                 // just lose extra LIVES, don't kill the player for mirror damage
337                 if(frag_attacker.armorvalue > 0)
338                 {
339                         frag_attacker.armorvalue -= 1;
340                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_attacker.armorvalue);
341                         frag_attacker.damage_dealt += frag_mirrordamage;
342                 }
343                 frag_mirrordamage = 0;
344         }
345
346         if(frag_target.alpha && frag_target.alpha < 1)
347         if(IS_PLAYER(frag_target))
348                 yoda = 1;
349
350         M_ARGV(4, float) = frag_damage;
351         M_ARGV(5, float) = frag_mirrordamage;
352         M_ARGV(6, vector) = frag_force;
353 }
354
355 MUTATOR_HOOKFUNCTION(mutator_instagib, SetStartItems)
356 {
357         start_health       = warmup_start_health       = 100;
358         start_armorvalue   = warmup_start_armorvalue   = 0;
359
360         start_ammo_shells  = warmup_start_ammo_shells  = 0;
361         start_ammo_nails   = warmup_start_ammo_nails   = 0;
362         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_instagib_ammo_start");
363         start_ammo_plasma  = warmup_start_ammo_plasma  = 0;
364         start_ammo_rockets = warmup_start_ammo_rockets = 0;
365         start_ammo_fuel    = warmup_start_ammo_fuel    = 0;
366
367         start_weapons = warmup_start_weapons = WEPSET(VAPORIZER);
368         start_items |= IT_UNLIMITED_SUPERWEAPONS;
369 }
370
371 MUTATOR_HOOKFUNCTION(mutator_instagib, FilterItem)
372 {
373         entity item = M_ARGV(0, entity);
374
375         if(item.classname == "item_cells")
376                 return true; // no normal cells?
377
378         if(item.weapon == WEP_VAPORIZER.m_id && item.classname == "droppedweapon")
379         {
380                 item.ammo_cells = autocvar_g_instagib_ammo_drop;
381                 return false;
382         }
383
384         if(item.weapon == WEP_DEVASTATOR.m_id || item.weapon == WEP_VORTEX.m_id)
385         {
386                 entity e = spawn();
387                 setorigin(e, item.origin);
388                 e.noalign = item.noalign;
389         e.cnt = item.cnt;
390         e.team = item.team;
391         e.spawnfunc_checked = true;
392                 spawnfunc_item_minst_cells(e);
393                 return true;
394         }
395
396         if(item.flags & FL_POWERUP)
397                 return false;
398
399         if(item.ammo_cells > autocvar_g_instagib_ammo_drop && item.classname != "item_minst_cells")
400                 item.ammo_cells = autocvar_g_instagib_ammo_drop;
401
402         if(item.ammo_cells && !item.weapon)
403                 return false;
404
405         return true;
406 }
407
408 MUTATOR_HOOKFUNCTION(mutator_instagib, CustomizeWaypoint)
409 {
410         entity wp = M_ARGV(0, entity);
411         entity player = M_ARGV(1, entity);
412
413         entity e = WaypointSprite_getviewentity(player);
414
415         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
416         // but only apply this to real players, not to spectators
417         if((wp.owner.flags & FL_CLIENT) && (wp.owner.items & ITEM_Invisibility.m_itemid) && (e == player))
418         if(DIFF_TEAM(wp.owner, e))
419                 return true;
420 }
421
422 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDies)
423 {
424         float frag_deathtype = M_ARGV(3, float);
425
426         if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
427                 M_ARGV(4, float) = 1000; // always gib if it was a vaporizer death
428 }
429
430 MUTATOR_HOOKFUNCTION(mutator_instagib, ItemTouch)
431 {
432         entity item = M_ARGV(0, entity);
433         entity toucher = M_ARGV(1, entity);
434
435         if(item.ammo_cells)
436         {
437                 // play some cool sounds ;)
438                 if (IS_CLIENT(toucher))
439                 {
440                         if(toucher.health <= 5)
441                                 Send_Notification(NOTIF_ONE, toucher, MSG_ANNCE, ANNCE_INSTAGIB_LASTSECOND);
442                         else if(toucher.health < 50)
443                                 Send_Notification(NOTIF_ONE, toucher, MSG_ANNCE, ANNCE_INSTAGIB_NARROWLY);
444                 }
445
446                 if(toucher.health < 100)
447                         toucher.health = 100;
448
449                 return MUT_ITEMTOUCH_CONTINUE;
450         }
451
452         if(item.itemdef == ITEM_ExtraLife)
453         {
454                 toucher.armorvalue = bound(toucher.armorvalue, 999, toucher.armorvalue + autocvar_g_instagib_extralives);
455                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
456                 return MUT_ITEMTOUCH_PICKUP;
457         }
458
459         return MUT_ITEMTOUCH_CONTINUE;
460 }
461
462 MUTATOR_HOOKFUNCTION(mutator_instagib, OnEntityPreSpawn)
463 {
464         if (!autocvar_g_powerups) { return; }
465         entity ent = M_ARGV(0, entity);
466         // Can't use .itemdef here
467         if (!(ent.classname == "item_strength" || ent.classname == "item_invincible" || ent.classname == "item_health_mega"))
468                 return;
469
470         entity e = spawn();
471
472         float r = random();
473         if (r < 0.3)
474                 setthink(e, instagib_invisibility);
475         else if (r < 0.6)
476                 setthink(e, instagib_extralife);
477         else
478                 setthink(e, instagib_speed);
479
480         e.nextthink = time + 0.1;
481         e.spawnflags = ent.spawnflags;
482         e.noalign = ent.noalign;
483         setorigin(e, ent.origin);
484
485         return true;
486 }
487
488 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsString)
489 {
490         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":instagib");
491 }
492
493 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsPrettyString)
494 {
495         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", instagib");
496 }
497
498 MUTATOR_HOOKFUNCTION(mutator_instagib, SetModname)
499 {
500         M_ARGV(0, string) = "InstaGib";
501         return true;
502 }
503
504 #endif
505 #endif