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Simplify overkill's regen code by customizing generic regen code parameters rather...
[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 bool autocvar_g_overkill_powerups_replace;
7 float autocvar_g_overkill_superguns_respawn_time;
8 bool autocvar_g_overkill_100h_anyway;
9 bool autocvar_g_overkill_100a_anyway;
10 bool autocvar_g_overkill_ammo_charge;
11 float autocvar_g_overkill_ammo_charge_notice;
12 float autocvar_g_overkill_ammo_charge_limit;
13
14 .vector ok_deathloc;
15 .float ok_spawnsys_timer;
16 .float ok_lastwep;
17 .float ok_item;
18
19 .float ok_notice_time;
20 .float ammo_charge[Weapons_MAX];
21 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
22 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
23
24 .float pauseregen_finished;
25
26 void(entity ent, float wep) ok_DecreaseCharge;
27
28 void ok_Initialize();
29
30 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
31 {
32         MUTATOR_ONADD
33         {
34                 ok_Initialize();
35         }
36
37         MUTATOR_ONREMOVE
38         {
39                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
40                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
41         }
42 }
43
44 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
45 {
46         entity actor = M_ARGV(0, entity);
47         if (actor.ok_use_ammocharge)
48         {
49                 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
50                 return true;
51         }
52 }
53
54 MUTATOR_HOOKFUNCTION(ok, W_Reload)
55 {
56         entity actor = M_ARGV(0, entity);
57         return actor.ok_use_ammocharge;
58 }
59
60 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
61 spawnfunc(weapon_hmg);
62 spawnfunc(weapon_rpc);
63
64 void ok_DecreaseCharge(entity ent, int wep)
65 {
66         if(!ent.ok_use_ammocharge) return;
67
68         entity wepent = Weapons_from(wep);
69
70         if (wepent == WEP_Null) return;  // dummy
71
72         ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
73 }
74
75 void ok_IncreaseCharge(entity ent, int wep)
76 {
77         entity wepent = Weapons_from(wep);
78
79         if (wepent == WEP_Null) return;  // dummy
80
81         if(ent.ok_use_ammocharge)
82         if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
83                 ent.ammo_charge[wep] = min(autocvar_g_overkill_ammo_charge_limit, ent.ammo_charge[wep] + cvar(sprintf("g_overkill_ammo_charge_rate_%s", wepent.netname)) * frametime / W_TICSPERFRAME);
84 }
85
86 float ok_CheckWeaponCharge(entity ent, int wep)
87 {
88         if(!ent.ok_use_ammocharge) return true;
89
90         entity wepent = Weapons_from(wep);
91
92         if(wepent == WEP_Null) return false;  // dummy
93
94         return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
95 }
96
97 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
98 {
99         entity frag_attacker = M_ARGV(1, entity);
100         entity frag_target = M_ARGV(2, entity);
101         float frag_deathtype = M_ARGV(3, float);
102
103         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
104         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
105         {
106                 if(frag_attacker != frag_target)
107                 if(frag_target.health > 0)
108                 if(STAT(FROZEN, frag_target) == 0)
109                 if(!IS_DEAD(frag_target))
110                 {
111                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
112                         M_ARGV(6, vector) = '0 0 0';
113                 }
114
115                 M_ARGV(4, float) = 0;
116         }
117 }
118
119 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
120 {
121         entity frag_target = M_ARGV(2, entity);
122         float damage_take = M_ARGV(4, float);
123
124         if(damage_take)
125                 frag_target.pauseregen_finished = max(frag_target.pauseregen_finished, time + 2);
126 }
127
128 void ok_DropItem(entity this, entity targ)
129 {
130         entity e = new(droppedweapon); // hax
131         e.ok_item = true;
132         e.noalign = true;
133         e.pickup_anyway = true;
134         e.spawnfunc_checked = true;
135         spawnfunc_item_armor_small(e);
136         if (!wasfreed(e)) { // might have been blocked by a mutator
137         set_movetype(e, MOVETYPE_TOSS);
138         e.gravity = 1;
139         e.reset = SUB_Remove;
140         setorigin(e, this.origin + '0 0 32');
141         e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
142         SUB_SetFade(e, time + 5, 1);
143         }
144 }
145
146 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
147 {
148         entity frag_attacker = M_ARGV(1, entity);
149         entity frag_target = M_ARGV(2, entity);
150
151         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
152
153         ok_DropItem(frag_target, targ);
154
155         frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
156 }
157
158 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
159 {
160         entity mon = M_ARGV(0, entity);
161         entity olditem = M_ARGV(1, entity);
162         entity frag_attacker = M_ARGV(2, entity);
163
164         delete(olditem);
165
166         M_ARGV(1, entity) = NULL;
167
168         ok_DropItem(mon, frag_attacker);
169 }
170
171 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
172 {
173         M_ARGV(4, float) = M_ARGV(1, float) = 1; // limit_mod = max_mod
174 }
175
176 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
177 {
178         return true;
179 }
180
181 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
182 {
183         if(intermission_running || gameover)
184                 return;
185
186         entity player = M_ARGV(0, entity);
187
188         if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
189                 return;
190
191         if(player.ok_lastwep)
192         {
193                 Weapon newwep = Weapons_from(player.ok_lastwep);
194                 if(player.ok_lastwep == WEP_HMG.m_id)
195                         newwep = WEP_MACHINEGUN;
196                 if(player.ok_lastwep == WEP_RPC.m_id)
197                         newwep = WEP_VORTEX;
198                 PS(player).m_switchweapon = newwep;
199                 player.ok_lastwep = 0;
200         }
201
202         ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
203
204         if(PHYS_INPUT_BUTTON_ATCK2(player))
205         if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
206         if(time >= player.jump_interval)
207         {
208                 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
209                 makevectors(player.v_angle);
210
211                 Weapon oldwep = PS(player).m_weapon;
212                 PS(player).m_weapon = WEP_BLASTER;
213                 W_Blaster_Attack(
214                         player,
215                         weaponentities[0], // TODO: unhardcode
216                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
217                         WEP_CVAR_SEC(vaporizer, shotangle),
218                         WEP_CVAR_SEC(vaporizer, damage),
219                         WEP_CVAR_SEC(vaporizer, edgedamage),
220                         WEP_CVAR_SEC(vaporizer, radius),
221                         WEP_CVAR_SEC(vaporizer, force),
222                         WEP_CVAR_SEC(vaporizer, speed),
223                         WEP_CVAR_SEC(vaporizer, spread),
224                         WEP_CVAR_SEC(vaporizer, delay),
225                         WEP_CVAR_SEC(vaporizer, lifetime)
226                 );
227                 PS(player).m_weapon = oldwep;
228         }
229
230         player.weapon_blocked = false;
231
232         player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
233
234         if(player.ok_use_ammocharge)
235         if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
236         {
237                 if(autocvar_g_overkill_ammo_charge_notice && time > player.ok_notice_time && PHYS_INPUT_BUTTON_ATCK(player) && IS_REAL_CLIENT(player) && PS(player).m_weapon == PS(player).m_switchweapon)
238                 {
239                         //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
240                         player.ok_notice_time = time + 2;
241                         play2(player, SND(DRYFIRE));
242                 }
243                 Weapon wpn = PS(player).m_weapon;
244                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
245                 if(player.(weaponentity).state != WS_CLEAR)
246                         w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
247
248                 player.weapon_blocked = true;
249         }
250
251         PHYS_INPUT_BUTTON_ATCK2(player) = false;
252 }
253
254 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
255 {
256         entity player = M_ARGV(0, entity);
257
258         if(autocvar_g_overkill_ammo_charge)
259         {
260                 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
261
262                 player.ok_use_ammocharge = 1;
263                 player.ok_notice_time = time;
264         }
265         else
266                 player.ok_use_ammocharge = 0;
267
268         // if player changed their weapon while dead, don't switch to their death weapon
269         if(player.impulse)
270                 player.ok_lastwep = 0;
271
272         player.pauseregen_finished = time + 2;
273 }
274
275 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
276 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
277
278 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
279 {
280         entity ent = M_ARGV(0, entity);
281
282         if(autocvar_g_powerups)
283         if(autocvar_g_overkill_powerups_replace)
284         {
285                 if(ent.classname == "item_strength")
286                 {
287                         entity wep = new(weapon_hmg);
288                         setorigin(wep, ent.origin);
289                         setmodel(wep, MDL_OK_HMG);
290                         wep.ok_item = true;
291                         wep.noalign = ent.noalign;
292                         wep.cnt = ent.cnt;
293                         wep.team = ent.team;
294                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
295                         wep.pickup_anyway = true;
296                         wep.spawnfunc_checked = true;
297                         setthink(wep, self_spawnfunc_weapon_hmg);
298                         wep.nextthink = time + 0.1;
299                         return true;
300                 }
301
302                 if(ent.classname == "item_invincible")
303                 {
304                         entity wep = new(weapon_rpc);
305                         setorigin(wep, ent.origin);
306                         setmodel(wep, MDL_OK_RPC);
307                         wep.ok_item = true;
308                         wep.noalign = ent.noalign;
309                         wep.cnt = ent.cnt;
310                         wep.team = ent.team;
311                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
312                         wep.pickup_anyway = true;
313                         wep.spawnfunc_checked = true;
314                         setthink(wep, self_spawnfunc_weapon_rpc);
315                         wep.nextthink = time + 0.1;
316                         return true;
317                 }
318         }
319 }
320
321 MUTATOR_HOOKFUNCTION(ok, FilterItem)
322 {
323         entity item = M_ARGV(0, entity);
324
325         if(item.ok_item)
326                 return;
327
328         switch(item.items)
329         {
330                 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
331                 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
332         }
333
334         return true;
335 }
336
337 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
338 {
339         entity spectatee = M_ARGV(0, entity);
340         entity client = M_ARGV(1, entity);
341
342         client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
343         client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
344 }
345
346 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
347 {
348         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
349
350         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
351         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
352
353         start_items |= IT_UNLIMITED_WEAPON_AMMO;
354         start_weapons = warmup_start_weapons = ok_start_items;
355 }
356
357 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
358 {
359         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
360 }
361
362 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
363 {
364         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
365 }
366
367 MUTATOR_HOOKFUNCTION(ok, SetModname)
368 {
369         M_ARGV(0, string) = "Overkill";
370         return true;
371 }
372
373 void ok_SetCvars()
374 {
375         // hack to force overkill playermodels
376         cvar_settemp("sv_defaultcharacter", "1");
377         cvar_settemp("sv_defaultplayermodel", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm");
378         cvar_settemp("sv_defaultplayermodel_red", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm");
379         cvar_settemp("sv_defaultplayermodel_blue", "models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm");
380 }
381
382 void ok_Initialize()
383 {
384         ok_SetCvars();
385
386         precache_all_playermodels("models/ok_player/*.dpm");
387
388         WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
389         WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
390
391         WEP_SHOTGUN.mdl = "ok_shotgun";
392         WEP_MACHINEGUN.mdl = "ok_mg";
393         WEP_VORTEX.mdl = "ok_sniper";
394 }