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Merge branch 'Lyberta/StandaloneOverkillWeapons' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / sv_overkill.qc
1 #include "sv_overkill.qh"
2
3 #include "okshotgun.qh"
4 #include "okhmg.qh"
5 #include "okrpc.qh"
6
7 string autocvar_g_overkill;
8
9 bool autocvar_g_overkill_powerups_replace;
10
11 bool autocvar_g_overkill_itemwaypoints = true;
12
13 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
14
15 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !autocvar_g_instagib && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
16 {
17         MUTATOR_ONADD
18         {
19                 precache_all_playermodels("models/ok_player/*.dpm");
20
21                 if (autocvar_g_overkill_filter_healthmega)
22                 {
23                         ITEM_HealthMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
24                 }
25                 if (autocvar_g_overkill_filter_armormedium)
26                 {
27                         ITEM_ArmorMedium.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
28                 }
29                 if (autocvar_g_overkill_filter_armorbig)
30                 {
31                         ITEM_ArmorBig.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
32                 }
33                 if (autocvar_g_overkill_filter_armormega)
34                 {
35                         ITEM_ArmorMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
36                 }
37
38                 WEP_OVERKILL_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
39                 WEP_OVERKILL_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
40
41                 WEP_OVERKILL_SHOTGUN.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
42                 WEP_OVERKILL_MACHINEGUN.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
43                 WEP_OVERKILL_NEX.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
44
45                 //WEP_SHOTGUN.mdl = "ok_shotgun";
46                 //WEP_MACHINEGUN.mdl = "ok_mg";
47                 //WEP_VORTEX.mdl = "ok_sniper";
48         }
49
50         MUTATOR_ONREMOVE
51         {
52                 ITEM_HealthMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
53                 ITEM_ArmorMedium.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
54                 ITEM_ArmorBig.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
55                 ITEM_ArmorMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
56
57                 WEP_OVERKILL_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
58                 WEP_OVERKILL_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
59
60                 WEP_OVERKILL_SHOTGUN.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
61                 WEP_OVERKILL_MACHINEGUN.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
62                 WEP_OVERKILL_NEX.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
63         }
64 }
65
66 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
67
68 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
69 {
70         entity frag_attacker = M_ARGV(1, entity);
71         entity frag_target = M_ARGV(2, entity);
72         float frag_deathtype = M_ARGV(3, float);
73
74         if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
75         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
76         {
77                 if(frag_attacker != frag_target)
78                 if(!STAT(FROZEN, frag_target))
79                 if(!IS_DEAD(frag_target))
80                 {
81                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
82                         M_ARGV(6, vector) = '0 0 0'; // force
83                 }
84
85                 M_ARGV(4, float) = 0; // damage
86         }
87 }
88
89 void ok_DropItem(entity this, entity targ)
90 {
91         entity e = spawn();
92         e.ok_item = true;
93         Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
94                 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
95 }
96
97 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
98 {
99         entity frag_attacker = M_ARGV(1, entity);
100         entity frag_target = M_ARGV(2, entity);
101
102         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
103
104         ok_DropItem(frag_target, targ);
105
106         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
107         {
108                 .entity weaponentity = weaponentities[slot];
109
110                 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
111         }
112 }
113
114 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
115 {
116         entity mon = M_ARGV(0, entity);
117         entity olditem = M_ARGV(1, entity);
118         entity frag_attacker = M_ARGV(2, entity);
119
120         delete(olditem);
121
122         M_ARGV(1, entity) = NULL;
123
124         ok_DropItem(mon, frag_attacker);
125 }
126
127 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
128 {
129         return true;
130 }
131
132 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
133 {
134         if (game_stopped)
135         {
136                 return;
137         }
138         entity player = M_ARGV(0, entity);
139         if (!IS_PLAYER(player) || IS_DEAD(player) || STAT(FROZEN, player))
140         {
141                 return;
142         }
143         if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) ||
144                 !(round_handler_IsActive() && !round_handler_IsRoundStarted()))
145         {
146                 return;
147         }
148         // Allow secondary blaster during countdown.
149         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
150         {
151                 .entity weaponentity = weaponentities[slot];
152                 Weapon weapon = player.(weaponentity).m_weapon;
153                 if (weapon == WEP_Null && slot != 0)
154                 {
155                         continue;
156                 }
157                 weapon.wr_think(weapon, player, weaponentity, 2);
158         }
159         PHYS_INPUT_BUTTON_ATCK2(player) = false;
160 }
161
162 MUTATOR_HOOKFUNCTION(ok, ForbidRandomStartWeapons)
163 {
164         return true;
165 }
166
167 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
168 {
169         entity player = M_ARGV(0, entity);
170
171         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
172         {
173                 .entity weaponentity = weaponentities[slot];
174                 entity thiswep = player.(weaponentity);
175
176                 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
177                 {
178                         Weapon newwep = player.ok_lastwep[slot];
179                         if(player.ok_lastwep[slot] == WEP_OVERKILL_HMG)
180                                 newwep = WEP_OVERKILL_MACHINEGUN;
181                         if(player.ok_lastwep[slot] == WEP_OVERKILL_RPC)
182                                 newwep = WEP_OVERKILL_NEX;
183                         thiswep.m_switchweapon = newwep;
184                         player.ok_lastwep[slot] = WEP_Null;
185                 }
186         }
187 }
188
189 bool ok_HandleItemWaypoints(entity e)
190 {
191         if(!autocvar_g_overkill_itemwaypoints)
192                 return false; // don't handle it
193
194         switch(e.itemdef)
195         {
196                 case ITEM_HealthMega: return true;
197                 case ITEM_ArmorMedium: return true;
198                 case ITEM_ArmorBig: return true;
199                 case ITEM_ArmorMega: return true;
200         }
201
202         return false;
203 }
204
205 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
206 {
207         entity item = M_ARGV(0, entity);
208         return ok_HandleItemWaypoints(item);
209 }
210
211 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
212 {
213         entity item = M_ARGV(0, entity);
214         return ok_HandleItemWaypoints(item);
215 }
216
217 MUTATOR_HOOKFUNCTION(ok, FilterItem)
218 {
219         entity item = M_ARGV(0, entity);
220
221         if (item.ok_item)
222         {
223                 return false;
224         }
225         switch(item.itemdef)
226         {
227                 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
228                 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
229                 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
230                 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
231         }
232         if (!autocvar_g_powerups || !autocvar_g_overkill_powerups_replace)
233         {
234                 return true;
235         }
236         if (item.classname == "item_strength")
237         {
238                 entity wep = new(weapon_okhmg);
239                 setorigin(wep, item.origin);
240                 wep.ok_item = true;
241                 wep.noalign = Item_ShouldKeepPosition(item);
242                 wep.cnt = item.cnt;
243                 wep.team = item.team;
244                 wep.respawntime = g_pickup_respawntime_superweapon;
245                 wep.pickup_anyway = true;
246                 wep.spawnfunc_checked = true;
247                 Item_Initialize(wep, "weapon_okhmg"); // doesn't actually use spawnfunc
248                 return true;
249         }
250         else if (item.classname == "item_shield")
251         {
252                 entity wep = new(weapon_okrpc);
253                 setorigin(wep, item.origin);
254                 wep.ok_item = true;
255                 wep.noalign = Item_ShouldKeepPosition(item);
256                 wep.cnt = item.cnt;
257                 wep.team = item.team;
258                 wep.respawntime = g_pickup_respawntime_superweapon;
259                 wep.pickup_anyway = true;
260                 wep.spawnfunc_checked = true;
261                 Item_Initialize(wep, "weapon_okrpc"); // doesn't actually use spawnfunc
262                 return true;
263         }
264         return true;
265 }
266
267 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
268 {
269         WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_NEX) | WEPSET(OVERKILL_SHOTGUN));
270
271         if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); }
272         if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_HMG); }
273
274         start_items |= IT_UNLIMITED_WEAPON_AMMO;
275         start_weapons = warmup_start_weapons = ok_start_items;
276 }
277
278 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
279 {
280         // turn weapon arena off
281         M_ARGV(0, string) = "off";
282 }
283
284 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
285 {
286         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
287 }
288
289 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
290 {
291         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
292 }
293
294 MUTATOR_HOOKFUNCTION(ok, SetModname)
295 {
296         M_ARGV(0, string) = "Overkill";
297         return true;
298 }
299