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Merge branch 'terencehill/timeout_countdown_fix' into 'master'
[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 ok_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.ok_pauseregen_finished = max(frag_target.ok_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         entity player = M_ARGV(0, entity);
174
175         // overkill's values are different, so use custom regen
176         if(!STAT(FROZEN, player))
177         {
178                 player.armorvalue = CalcRotRegen(player.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
179                         1 * frametime * (time > player.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > player.pauserotarmor_finished), autocvar_g_balance_armor_limit);
180                 player.health = CalcRotRegen(player.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > player.ok_pauseregen_finished), 200, 0,
181                         autocvar_g_balance_health_rotlinear, 1 * frametime * (time > player.pauserothealth_finished), autocvar_g_balance_health_limit);
182
183                 float minf, maxf, limitf;
184
185                 maxf = autocvar_g_balance_fuel_rotstable;
186                 minf = autocvar_g_balance_fuel_regenstable;
187                 limitf = autocvar_g_balance_fuel_limit;
188
189                 player.ammo_fuel = CalcRotRegen(player.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
190                         frametime * (time > player.pauseregen_finished) * ((player.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > player.pauserotfuel_finished), limitf);
191         }
192         return true; // return true anyway, as frozen uses no regen
193 }
194
195 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
196 {
197         return true;
198 }
199
200 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
201 {
202         if(intermission_running || gameover)
203                 return;
204
205         entity player = M_ARGV(0, entity);
206
207         if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
208                 return;
209
210         if(player.ok_lastwep)
211         {
212                 Weapon newwep = Weapons_from(player.ok_lastwep);
213                 if(player.ok_lastwep == WEP_HMG.m_id)
214                         newwep = WEP_MACHINEGUN;
215                 if(player.ok_lastwep == WEP_RPC.m_id)
216                         newwep = WEP_VORTEX;
217                 PS(player).m_switchweapon = newwep;
218                 player.ok_lastwep = 0;
219         }
220
221         ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
222
223         if(PHYS_INPUT_BUTTON_ATCK2(player))
224         if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
225         if(time >= player.jump_interval)
226         {
227                 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
228                 makevectors(player.v_angle);
229
230                 Weapon oldwep = PS(player).m_weapon;
231                 PS(player).m_weapon = WEP_BLASTER;
232                 W_Blaster_Attack(
233                         player,
234                         weaponentities[0], // TODO: unhardcode
235                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
236                         WEP_CVAR_SEC(vaporizer, shotangle),
237                         WEP_CVAR_SEC(vaporizer, damage),
238                         WEP_CVAR_SEC(vaporizer, edgedamage),
239                         WEP_CVAR_SEC(vaporizer, radius),
240                         WEP_CVAR_SEC(vaporizer, force),
241                         WEP_CVAR_SEC(vaporizer, speed),
242                         WEP_CVAR_SEC(vaporizer, spread),
243                         WEP_CVAR_SEC(vaporizer, delay),
244                         WEP_CVAR_SEC(vaporizer, lifetime)
245                 );
246                 PS(player).m_weapon = oldwep;
247         }
248
249         player.weapon_blocked = false;
250
251         player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
252
253         if(player.ok_use_ammocharge)
254         if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
255         {
256                 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)
257                 {
258                         //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
259                         player.ok_notice_time = time + 2;
260                         play2(player, SND(DRYFIRE));
261                 }
262                 Weapon wpn = PS(player).m_weapon;
263                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
264                 if(player.(weaponentity).state != WS_CLEAR)
265                         w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
266
267                 player.weapon_blocked = true;
268         }
269
270         PHYS_INPUT_BUTTON_ATCK2(player) = false;
271 }
272
273 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
274 {
275         entity player = M_ARGV(0, entity);
276
277         if(autocvar_g_overkill_ammo_charge)
278         {
279                 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
280
281                 player.ok_use_ammocharge = 1;
282                 player.ok_notice_time = time;
283         }
284         else
285                 player.ok_use_ammocharge = 0;
286
287         // if player changed their weapon while dead, don't switch to their death weapon
288         if(player.impulse)
289                 player.ok_lastwep = 0;
290
291         player.ok_pauseregen_finished = time + 2;
292 }
293
294 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
295 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
296
297 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
298 {
299         entity ent = M_ARGV(0, entity);
300
301         if(autocvar_g_powerups)
302         if(autocvar_g_overkill_powerups_replace)
303         {
304                 if(ent.classname == "item_strength")
305                 {
306                         entity wep = new(weapon_hmg);
307                         setorigin(wep, ent.origin);
308                         setmodel(wep, MDL_OK_HMG);
309                         wep.ok_item = true;
310                         wep.noalign = ent.noalign;
311                         wep.cnt = ent.cnt;
312                         wep.team = ent.team;
313                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
314                         wep.pickup_anyway = true;
315                         wep.spawnfunc_checked = true;
316                         setthink(wep, self_spawnfunc_weapon_hmg);
317                         wep.nextthink = time + 0.1;
318                         return true;
319                 }
320
321                 if(ent.classname == "item_invincible")
322                 {
323                         entity wep = new(weapon_rpc);
324                         setorigin(wep, ent.origin);
325                         setmodel(wep, MDL_OK_RPC);
326                         wep.ok_item = true;
327                         wep.noalign = ent.noalign;
328                         wep.cnt = ent.cnt;
329                         wep.team = ent.team;
330                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
331                         wep.pickup_anyway = true;
332                         wep.spawnfunc_checked = true;
333                         setthink(wep, self_spawnfunc_weapon_rpc);
334                         wep.nextthink = time + 0.1;
335                         return true;
336                 }
337         }
338 }
339
340 MUTATOR_HOOKFUNCTION(ok, FilterItem)
341 {
342         entity item = M_ARGV(0, entity);
343
344         if(item.ok_item)
345                 return;
346
347         switch(item.items)
348         {
349                 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
350                 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
351         }
352
353         return true;
354 }
355
356 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
357 {
358         entity spectatee = M_ARGV(0, entity);
359         entity client = M_ARGV(1, entity);
360
361         client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
362         client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
363 }
364
365 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
366 {
367         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
368
369         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
370         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
371
372         start_items |= IT_UNLIMITED_WEAPON_AMMO;
373         start_weapons = warmup_start_weapons = ok_start_items;
374 }
375
376 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
377 {
378         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
379 }
380
381 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
382 {
383         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
384 }
385
386 MUTATOR_HOOKFUNCTION(ok, SetModname)
387 {
388         M_ARGV(0, string) = "Overkill";
389         return true;
390 }
391
392 void ok_SetCvars()
393 {
394         // hack to force overkill playermodels
395         cvar_settemp("sv_defaultcharacter", "1");
396         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");
397         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");
398         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");
399 }
400
401 void ok_Initialize()
402 {
403         ok_SetCvars();
404
405         precache_all_playermodels("models/ok_player/*.dpm");
406
407         WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
408         WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
409
410         WEP_SHOTGUN.mdl = "ok_shotgun";
411         WEP_MACHINEGUN.mdl = "ok_mg";
412         WEP_VORTEX.mdl = "ok_sniper";
413 }