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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         return false;
144 }
145
146 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterDropItem)
147 {
148         entity item = M_ARGV(1, entity);
149
150         item.monster_loot = spawnfunc_item_minst_cells;
151
152         return false;
153 }
154
155 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterSpawn)
156 {
157         entity mon = M_ARGV(0, entity);
158
159         // always refill ammo
160         if(mon.monsterid == MON_MAGE.monsterid)
161                 mon.skin = 1;
162
163         return false;
164 }
165
166 MUTATOR_HOOKFUNCTION(mutator_instagib, BotShouldAttack)
167 {
168         if (checkentity.items & ITEM_Invisibility.m_itemid)
169                 return true;
170
171         return false;
172 }
173
174 MUTATOR_HOOKFUNCTION(mutator_instagib, MakePlayerObserver)
175 {
176         entity player = M_ARGV(0, entity);
177
178         instagib_stop_countdown(player);
179 }
180
181 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerSpawn)
182 {
183         entity player = M_ARGV(0, entity);
184
185         player.effects |= EF_FULLBRIGHT;
186 }
187
188 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPreThink)
189 {SELFPARAM();
190         instagib_ammocheck(self);
191         return false;
192 }
193
194 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerRegen)
195 {
196         // no regeneration in instagib
197         return true;
198 }
199
200 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPowerups)
201 {
202         entity player = M_ARGV(0, entity);
203
204         if (!(player.effects & EF_FULLBRIGHT))
205                 player.effects |= EF_FULLBRIGHT;
206
207         if (player.items & ITEM_Invisibility.m_itemid)
208         {
209                 play_countdown(player.strength_finished, SND_POWEROFF);
210                 if (time > player.strength_finished)
211                 {
212                         player.alpha = default_player_alpha;
213                         player.exteriorweaponentity.alpha = default_weapon_alpha;
214                         player.items &= ~ITEM_Invisibility.m_itemid;
215                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
216                 }
217         }
218         else
219         {
220                 if (time < player.strength_finished)
221                 {
222                         player.alpha = autocvar_g_instagib_invis_alpha;
223                         player.exteriorweaponentity.alpha = autocvar_g_instagib_invis_alpha;
224                         player.items |= ITEM_Invisibility.m_itemid;
225                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, player.netname);
226                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
227                 }
228         }
229
230         if (player.items & ITEM_Speed.m_itemid)
231         {
232                 play_countdown(player.invincible_finished, SND_POWEROFF);
233                 if (time > player.invincible_finished)
234                 {
235                         player.items &= ~ITEM_Speed.m_itemid;
236                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_SPEED);
237                 }
238         }
239         else
240         {
241                 if (time < player.invincible_finished)
242                 {
243                         player.items |= ITEM_Speed.m_itemid;
244                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, player.netname);
245                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERUP_SPEED);
246                 }
247         }
248 }
249
250 .float stat_sv_maxspeed;
251
252 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPhysics)
253 {SELFPARAM();
254         if(self.items & ITEM_Speed.m_itemid)
255                 self.stat_sv_maxspeed = self.stat_sv_maxspeed * autocvar_g_instagib_speed_highspeed;
256
257         return false;
258 }
259
260 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_SplitHealthArmor)
261 {
262         M_ARGV(4, float) = M_ARGV(7, float); // take = damage
263         M_ARGV(5, float) = 0; // save
264 }
265
266 MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
267 {
268         // weapon dropping on death handled by FilterItem
269
270         return true;
271 }
272
273 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_Calculate)
274 {
275         entity frag_attacker = M_ARGV(1, entity);
276         entity frag_target = M_ARGV(2, entity);
277         float frag_deathtype = M_ARGV(3, float);
278         float frag_damage = M_ARGV(4, float);
279         float frag_mirrordamage = M_ARGV(5, float);
280         vector frag_force = M_ARGV(6, vector);
281
282         if(autocvar_g_friendlyfire == 0 && SAME_TEAM(frag_target, frag_attacker) && IS_PLAYER(frag_target) && IS_PLAYER(frag_attacker))
283                 frag_damage = 0;
284
285         if(IS_PLAYER(frag_target))
286         {
287                 if(frag_deathtype == DEATH_FALL.m_id)
288                         frag_damage = 0; // never count fall damage
289
290                 if(!autocvar_g_instagib_damagedbycontents)
291                 switch(DEATH_ENT(frag_deathtype))
292                 {
293                         case DEATH_DROWN:
294                         case DEATH_SLIME:
295                         case DEATH_LAVA:
296                                 frag_damage = 0;
297                                 break;
298                 }
299
300                 if(IS_PLAYER(frag_attacker))
301                 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
302                 {
303                         if(!autocvar_g_instagib_friendlypush && SAME_TEAM(frag_target, frag_attacker))
304                                 frag_force = '0 0 0';
305
306                         if(frag_target.armorvalue)
307                         {
308                                 frag_target.armorvalue -= 1;
309                                 frag_damage = 0;
310                                 frag_target.damage_dealt += 1;
311                                 frag_attacker.damage_dealt += 1;
312                                 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_target.armorvalue);
313                         }
314                 }
315
316                 if(IS_PLAYER(frag_attacker) && DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
317                 {
318                         if(frag_deathtype & HITTYPE_SECONDARY)
319                         {
320                                 if(!autocvar_g_instagib_blaster_keepdamage || frag_attacker == frag_target)
321                                 {
322                                         frag_damage = 0;
323                                         if(!autocvar_g_instagib_mirrordamage)
324                                                 frag_mirrordamage = 0; // never do mirror damage on enemies
325                                 }
326
327                                 if(frag_target != frag_attacker)
328                                 {
329                                         if(frag_damage <= 0 && frag_target.health > 0) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); }
330                                         if(!autocvar_g_instagib_blaster_keepforce)
331                                                 frag_force = '0 0 0';
332                                 }
333                         }
334                 }
335         }
336
337         if(!autocvar_g_instagib_mirrordamage) // only apply the taking lives hack if we don't want to support real damage mirroring
338         if(IS_PLAYER(frag_attacker))
339         if(frag_mirrordamage > 0)
340         {
341                 // just lose extra LIVES, don't kill the player for mirror damage
342                 if(frag_attacker.armorvalue > 0)
343                 {
344                         frag_attacker.armorvalue -= 1;
345                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_attacker.armorvalue);
346                         frag_attacker.damage_dealt += frag_mirrordamage;
347                 }
348                 frag_mirrordamage = 0;
349         }
350
351         if(frag_target.alpha && frag_target.alpha < 1)
352         if(IS_PLAYER(frag_target))
353                 yoda = 1;
354
355         M_ARGV(4, float) = frag_damage;
356         M_ARGV(5, float) = frag_mirrordamage;
357         M_ARGV(6, vector) = frag_force;
358
359         return false;
360 }
361
362 MUTATOR_HOOKFUNCTION(mutator_instagib, SetStartItems)
363 {
364         start_health       = warmup_start_health       = 100;
365         start_armorvalue   = warmup_start_armorvalue   = 0;
366
367         start_ammo_shells  = warmup_start_ammo_shells  = 0;
368         start_ammo_nails   = warmup_start_ammo_nails   = 0;
369         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_instagib_ammo_start");
370         start_ammo_plasma  = warmup_start_ammo_plasma  = 0;
371         start_ammo_rockets = warmup_start_ammo_rockets = 0;
372         start_ammo_fuel    = warmup_start_ammo_fuel    = 0;
373
374         start_weapons = warmup_start_weapons = WEPSET(VAPORIZER);
375         start_items |= IT_UNLIMITED_SUPERWEAPONS;
376
377         return false;
378 }
379
380 MUTATOR_HOOKFUNCTION(mutator_instagib, FilterItem)
381 {
382         entity item = M_ARGV(0, entity);
383
384         if(item.classname == "item_cells")
385                 return true; // no normal cells?
386
387         if(item.weapon == WEP_VAPORIZER.m_id && item.classname == "droppedweapon")
388         {
389                 item.ammo_cells = autocvar_g_instagib_ammo_drop;
390                 return false;
391         }
392
393         if(item.weapon == WEP_DEVASTATOR.m_id || item.weapon == WEP_VORTEX.m_id)
394         {
395                 entity e = spawn();
396                 setorigin(e, item.origin);
397                 e.noalign = item.noalign;
398         e.cnt = item.cnt;
399         e.team = item.team;
400         e.spawnfunc_checked = true;
401                 WITHSELF(e, spawnfunc_item_minst_cells(e));
402                 return true;
403         }
404
405         if(item.flags & FL_POWERUP)
406                 return false;
407
408         if(item.ammo_cells > autocvar_g_instagib_ammo_drop && item.classname != "item_minst_cells")
409                 item.ammo_cells = autocvar_g_instagib_ammo_drop;
410
411         if(item.ammo_cells && !item.weapon)
412                 return false;
413
414         return true;
415 }
416
417 MUTATOR_HOOKFUNCTION(mutator_instagib, CustomizeWaypoint)
418 {
419         entity wp = M_ARGV(0, entity);
420         entity player = M_ARGV(1, entity);
421
422         entity e = WaypointSprite_getviewentity(player);
423
424         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
425         // but only apply this to real players, not to spectators
426         if((wp.owner.flags & FL_CLIENT) && (wp.owner.items & ITEM_Invisibility.m_itemid) && (e == player))
427         if(DIFF_TEAM(wp.owner, e))
428                 return true;
429
430         return false;
431 }
432
433 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDies)
434 {
435         float frag_deathtype = M_ARGV(3, float);
436         float frag_damage = M_ARGV(4, float);
437
438         if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
439                 frag_damage = 1000; // always gib if it was a vaporizer death
440
441         return false;
442 }
443
444 MUTATOR_HOOKFUNCTION(mutator_instagib, ItemTouch)
445 {SELFPARAM();
446         if(self.ammo_cells)
447         {
448                 // play some cool sounds ;)
449                 if (IS_CLIENT(other))
450                 {
451                         if(other.health <= 5)
452                                 Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_INSTAGIB_LASTSECOND);
453                         else if(other.health < 50)
454                                 Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_INSTAGIB_NARROWLY);
455                 }
456
457                 if(other.health < 100)
458                         other.health = 100;
459
460                 return MUT_ITEMTOUCH_CONTINUE;
461         }
462
463         if(self.itemdef == ITEM_ExtraLife)
464         {
465                 other.armorvalue = bound(other.armorvalue, 999, other.armorvalue + autocvar_g_instagib_extralives);
466                 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
467                 return MUT_ITEMTOUCH_PICKUP;
468         }
469
470         return MUT_ITEMTOUCH_CONTINUE;
471 }
472
473 MUTATOR_HOOKFUNCTION(mutator_instagib, OnEntityPreSpawn)
474 {
475         if (!autocvar_g_powerups) { return false; }
476         entity ent = M_ARGV(0, entity);
477         // Can't use .itemdef here
478         if (!(ent.classname == "item_strength" || ent.classname == "item_invincible" || ent.classname == "item_health_mega"))
479                 return false;
480
481         entity e = spawn();
482
483         float r = random();
484         if (r < 0.3)
485                 setthink(e, instagib_invisibility);
486         else if (r < 0.6)
487                 setthink(e, instagib_extralife);
488         else
489                 setthink(e, instagib_speed);
490
491         e.nextthink = time + 0.1;
492         e.spawnflags = ent.spawnflags;
493         e.noalign = ent.noalign;
494         setorigin(e, ent.origin);
495
496         return true;
497 }
498
499 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsString)
500 {
501         ret_string = strcat(ret_string, ":instagib");
502         return false;
503 }
504
505 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsPrettyString)
506 {
507         ret_string = strcat(ret_string, ", instagib");
508         return false;
509 }
510
511 MUTATOR_HOOKFUNCTION(mutator_instagib, SetModname)
512 {
513         modname = "InstaGib";
514         return true;
515 }
516
517 #endif
518 #endif