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Fix compilation units
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / sv_overkill.qc
1 #include "sv_overkill.qh"
2
3 #include "hmg.qh"
4 #include "rpc.qh"
5
6 string autocvar_g_overkill;
7
8 bool autocvar_g_overkill_powerups_replace;
9
10 bool autocvar_g_overkill_itemwaypoints = true;
11
12 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
13
14 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
15 {
16         MUTATOR_ONADD
17         {
18                 precache_all_playermodels("models/ok_player/*.dpm");
19
20                 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
21                 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
22
23                 WEP_SHOTGUN.mdl = "ok_shotgun";
24                 WEP_MACHINEGUN.mdl = "ok_mg";
25                 WEP_VORTEX.mdl = "ok_sniper";
26         }
27
28         MUTATOR_ONREMOVE
29         {
30                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
31                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
32         }
33 }
34
35 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
36
37 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
38 {
39         entity frag_attacker = M_ARGV(1, entity);
40         entity frag_target = M_ARGV(2, entity);
41         float frag_deathtype = M_ARGV(3, float);
42
43         if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
44         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
45         {
46                 if(frag_attacker != frag_target)
47                 if(!STAT(FROZEN, frag_target))
48                 if(!IS_DEAD(frag_target))
49                 {
50                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
51                         M_ARGV(6, vector) = '0 0 0'; // force
52                 }
53
54                 M_ARGV(4, float) = 0; // damage
55         }
56 }
57
58 void ok_DropItem(entity this, entity targ)
59 {
60         entity e = spawn();
61         e.ok_item = true;
62         Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
63                 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
64 }
65
66 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
67 {
68         entity frag_attacker = M_ARGV(1, entity);
69         entity frag_target = M_ARGV(2, entity);
70
71         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
72
73         ok_DropItem(frag_target, targ);
74
75         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
76         {
77                 .entity weaponentity = weaponentities[slot];
78
79                 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
80         }
81 }
82
83 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
84 {
85         entity mon = M_ARGV(0, entity);
86         entity olditem = M_ARGV(1, entity);
87         entity frag_attacker = M_ARGV(2, entity);
88
89         delete(olditem);
90
91         M_ARGV(1, entity) = NULL;
92
93         ok_DropItem(mon, frag_attacker);
94 }
95
96 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
97 {
98         return true;
99 }
100
101 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
102 {
103         if(game_stopped)
104                 return;
105
106         entity player = M_ARGV(0, entity);
107
108         if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
109                 return;
110
111         if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
112         if( !forbidWeaponUse(player)
113                 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
114         {
115                 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
116                 makevectors(player.v_angle);
117
118                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
119                 {
120                         .entity weaponentity = weaponentities[slot];
121
122                         if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
123                                 continue;
124
125                         Weapon oldwep = player.(weaponentity).m_weapon;
126                         player.(weaponentity).m_weapon = WEP_BLASTER;
127                         W_Blaster_Attack(
128                                 player,
129                                 weaponentity,
130                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
131                                 WEP_CVAR_SEC(vaporizer, shotangle),
132                                 WEP_CVAR_SEC(vaporizer, damage),
133                                 WEP_CVAR_SEC(vaporizer, edgedamage),
134                                 WEP_CVAR_SEC(vaporizer, radius),
135                                 WEP_CVAR_SEC(vaporizer, force),
136                                 WEP_CVAR_SEC(vaporizer, speed),
137                                 WEP_CVAR_SEC(vaporizer, spread),
138                                 WEP_CVAR_SEC(vaporizer, delay),
139                                 WEP_CVAR_SEC(vaporizer, lifetime)
140                         );
141                         player.(weaponentity).m_weapon = oldwep;
142                 }
143         }
144
145         PHYS_INPUT_BUTTON_ATCK2(player) = false;
146 }
147
148 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
149 {
150         entity player = M_ARGV(0, entity);
151
152         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
153         {
154                 .entity weaponentity = weaponentities[slot];
155                 entity thiswep = player.(weaponentity);
156
157                 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
158                 {
159                         Weapon newwep = player.ok_lastwep[slot];
160                         if(player.ok_lastwep[slot] == WEP_HMG)
161                                 newwep = WEP_MACHINEGUN;
162                         if(player.ok_lastwep[slot] == WEP_RPC)
163                                 newwep = WEP_VORTEX;
164                         thiswep.m_switchweapon = newwep;
165                         player.ok_lastwep[slot] = WEP_Null;
166                 }
167         }
168 }
169
170 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
171 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
172
173 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
174 {
175         entity ent = M_ARGV(0, entity);
176
177         if(autocvar_g_powerups)
178         if(autocvar_g_overkill_powerups_replace)
179         {
180                 if(ent.classname == "item_strength")
181                 {
182                         entity wep = new(weapon_hmg);
183                         setorigin(wep, ent.origin);
184                         setmodel(wep, MDL_OK_HMG);
185                         wep.ok_item = true;
186                         wep.noalign = ent.noalign;
187                         wep.cnt = ent.cnt;
188                         wep.team = ent.team;
189                         wep.respawntime = g_pickup_respawntime_superweapon;
190                         wep.pickup_anyway = true;
191                         wep.spawnfunc_checked = true;
192                         setthink(wep, self_spawnfunc_weapon_hmg);
193                         wep.nextthink = time + 0.1;
194                         return true;
195                 }
196                 else if(ent.classname == "item_invincible")
197                 {
198                         entity wep = new(weapon_rpc);
199                         setorigin(wep, ent.origin);
200                         setmodel(wep, MDL_OK_RPC);
201                         wep.ok_item = true;
202                         wep.noalign = ent.noalign;
203                         wep.cnt = ent.cnt;
204                         wep.team = ent.team;
205                         wep.respawntime = g_pickup_respawntime_superweapon;
206                         wep.pickup_anyway = true;
207                         wep.spawnfunc_checked = true;
208                         setthink(wep, self_spawnfunc_weapon_rpc);
209                         wep.nextthink = time + 0.1;
210                         return true;
211                 }
212         }
213 }
214
215 bool ok_HandleItemWaypoints(entity e)
216 {
217         if(!autocvar_g_overkill_itemwaypoints)
218                 return false; // don't handle it
219
220         switch(e.itemdef)
221         {
222                 case ITEM_HealthMega: return true;
223                 case ITEM_ArmorMedium: return true;
224                 case ITEM_ArmorBig: return true;
225                 case ITEM_ArmorMega: return true;
226         }
227
228         return false;
229 }
230
231 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
232 {
233         entity item = M_ARGV(0, entity);
234         return ok_HandleItemWaypoints(item);
235 }
236
237 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
238 {
239         entity item = M_ARGV(0, entity);
240         return ok_HandleItemWaypoints(item);
241 }
242
243 MUTATOR_HOOKFUNCTION(ok, FilterItem)
244 {
245         entity item = M_ARGV(0, entity);
246
247         if(item.ok_item)
248                 return false;
249
250         switch(item.itemdef)
251         {
252                 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
253                 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
254                 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
255                 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
256         }
257
258         return true;
259 }
260
261 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
262 {
263         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
264
265         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
266         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
267
268         start_items |= IT_UNLIMITED_WEAPON_AMMO;
269         start_weapons = warmup_start_weapons = ok_start_items;
270 }
271
272 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
273 {
274         // turn weapon arena off
275         M_ARGV(0, string) = "off";
276 }
277
278 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
279 {
280         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
281 }
282
283 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
284 {
285         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
286 }
287
288 MUTATOR_HOOKFUNCTION(ok, SetModname)
289 {
290         M_ARGV(0, string) = "Overkill";
291         return true;
292 }