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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / powerups / sv_powerups.qc
1 #include "sv_powerups.qh"
2
3 MUTATOR_HOOKFUNCTION(powerups, W_PlayStrengthSound)
4 {
5         entity player = M_ARGV(0, entity);
6
7         if(StatusEffects_active(STATUSEFFECT_Strength, player)
8                 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
9                 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
10                 {
11                         sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM);
12                         player.prevstrengthsound = time;
13                 }
14         player.prevstrengthsoundattempt = time;
15 }
16
17 MUTATOR_HOOKFUNCTION(powerups, LogDeath_AppendItemCodes)
18 {
19         entity player = M_ARGV(0, entity);
20
21         if(StatusEffects_active(STATUSEFFECT_Strength, player))
22                 M_ARGV(1, string) = strcat(M_ARGV(1, string), "S");
23
24         if(StatusEffects_active(STATUSEFFECT_Shield, player))
25                 M_ARGV(1, string) = strcat(M_ARGV(1, string), "I");
26
27         // TODO: item codes for other powerups?
28 }
29
30 MUTATOR_HOOKFUNCTION(powerups, Damage_Calculate)
31 {
32         entity attacker = M_ARGV(1, entity);
33         entity targ = M_ARGV(2, entity);
34
35         // apply strength multiplier
36         if(StatusEffects_active(STATUSEFFECT_Strength, attacker))
37         {
38                 if(targ == attacker)
39                 {
40                         M_ARGV(4, float) = M_ARGV(4, float) * autocvar_g_balance_powerup_strength_selfdamage;
41                         M_ARGV(6, vector) = M_ARGV(6, vector) * autocvar_g_balance_powerup_strength_selfforce;
42                 }
43                 else
44                 {
45                         M_ARGV(4, float) = M_ARGV(4, float) * autocvar_g_balance_powerup_strength_damage;
46                         M_ARGV(6, vector) = M_ARGV(6, vector) * autocvar_g_balance_powerup_strength_force;
47                 }
48         }
49
50         // apply shield multiplier
51         if(StatusEffects_active(STATUSEFFECT_Shield, targ))
52         {
53                 M_ARGV(4, float) = M_ARGV(4, float) * autocvar_g_balance_powerup_invincible_takedamage;
54                 if (targ != attacker)
55                 {
56                         M_ARGV(6, vector) = M_ARGV(6, vector) * autocvar_g_balance_powerup_invincible_takeforce;
57                 }
58         }
59 }
60
61 MUTATOR_HOOKFUNCTION(powerups, CustomizeWaypoint)
62 {
63         entity wp = M_ARGV(0, entity);
64         entity player = M_ARGV(1, entity);
65
66         entity e = WaypointSprite_getviewentity(player);
67
68         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
69         // but only apply this to real players, not to spectators
70         if(IS_CLIENT(wp.owner) && (e == player) && DIFF_TEAM(wp.owner, e) && StatusEffects_active(STATUSEFFECT_Invisibility, wp.owner))
71                 return true;
72 }
73
74 MUTATOR_HOOKFUNCTION(powerups, MonsterValidTarget)
75 {
76         entity targ = M_ARGV(1, entity);
77         return StatusEffects_active(STATUSEFFECT_Invisibility, targ);
78 }
79
80 void powerups_DropItem_Think(entity this)
81 {
82         TakeResource(this, RES_HEALTH, 1);
83         
84         if(GetResource(this, RES_HEALTH) < 1) {
85                 WaypointSprite_Kill(this.waypointsprite_attached);
86                 delete(this);
87                 return;
88         }
89         
90         // Only needed to update if the timer of the powerup is running
91         if(!GetResource(this, RES_ARMOR))
92                 WaypointSprite_UpdateHealth(this.waypointsprite_attached, GetResource(this, RES_HEALTH));
93         
94         this.nextthink = time + 1;
95 }
96
97 void powerups_DropItem(entity this, StatusEffects effect, bool freezeTimer)
98 {
99         entity item = Item_DefinitionFromInternalName(effect.netname);
100         float t = StatusEffects_gettime(effect, this);
101         float timeleft = t - time;
102         float maxtime = 0;
103
104         if(timeleft <= 1 || !item)
105                 return;
106         entity e = spawn();
107
108         // If we want the timer to keep running, we enable expiring then use the exact time the powerup will finish at.
109         // If we want the timer to freeze, we disable expiring and we just use the time left of the powerup.
110         // See Item_SetExpiring() below.
111         float finished = (freezeTimer ? timeleft : t);
112
113         // If the timer is frozen, the item will stay on the floor for 20 secs (same as weapons),
114         // otherwise it'll disappear after the timer runs out.
115         float time_to_live = (freezeTimer ? autocvar_g_items_dropped_lifetime : timeleft);
116
117         // TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
118         switch(item)
119         {
120                 case ITEM_Strength: e.strength_finished = finished; maxtime = autocvar_g_balance_powerup_strength_time; break;
121                 case ITEM_Shield: e.invincible_finished = finished; maxtime = autocvar_g_balance_powerup_invincible_time; break;
122                 case ITEM_Invisibility: e.invisibility_finished = finished; maxtime = autocvar_g_balance_powerup_invincible_time; break;
123                 case ITEM_Speed: e.speed_finished = finished; maxtime = autocvar_g_balance_powerup_speed_time; break;
124         }
125         Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin + '0 100 132', randomvec() * 175 + '0 0 175', time_to_live);
126
127         if(!freezeTimer)
128                 Item_SetExpiring(e, true);
129         
130         // Use health as time left to live
131         SetResourceExplicit(e, RES_HEALTH, time_to_live);
132         
133         // Use armor as timer freezer
134         if(freezeTimer)
135                 SetResourceExplicit(e, RES_ARMOR, 1);
136         
137         // Create waypoint displaying time left of the powerup
138         entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, e, '0 0 1' * e.maxs.z, NULL, 0, e, waypointsprite_attached, true, RADARICON_Item);
139         wp.wp_extra = item.m_id;
140         WaypointSprite_UpdateMaxHealth(e.waypointsprite_attached, maxtime);
141         WaypointSprite_UpdateHealth(e.waypointsprite_attached, timeleft);
142         
143         // Start dropping its time to live
144         setthink(e, powerups_DropItem_Think);
145         e.nextthink = time + 1;
146 }
147
148 MUTATOR_HOOKFUNCTION(powerups, ItemTouched)
149 {
150         entity e = M_ARGV(0, entity);
151         if(e.waypointsprite_attached)
152                 WaypointSprite_Kill(e.waypointsprite_attached);
153 }
154
155 MUTATOR_HOOKFUNCTION(powerups, PlayerDies)
156 {
157         if(!autocvar_g_powerups_drop_ondeath)
158                 return;
159
160         entity frag_target = M_ARGV(2, entity);
161
162         FOREACH(StatusEffect, it.instanceOfPowerups,
163         {
164                 if(StatusEffects_active(it, frag_target))
165                         powerups_DropItem(frag_target, it, autocvar_g_powerups_dropondeath == 2);
166         });
167 }
168
169 MUTATOR_HOOKFUNCTION(powerups, PlayerUseKey, CBC_ORDER_FIRST)
170 {
171         if(!autocvar_g_powerups_drop)
172                 return;
173         
174         entity player = M_ARGV(0, entity);
175         
176         FOREACH(StatusEffect, it.instanceOfPowerups,
177         {
178                 if(StatusEffects_active(it, player)) {
179                         powerups_DropItem(player, it, autocvar_g_powerups_drop == 2);
180                         StatusEffects_remove(it, player, STATUSEFFECT_REMOVE_NORMAL);
181                         return true;
182                 }
183         });
184 }
185
186 MUTATOR_HOOKFUNCTION(powerups, PlayerPhysics_UpdateStats)
187 {
188         entity player = M_ARGV(0, entity);
189         // these automatically reset, no need to worry
190
191         if(StatusEffects_active(STATUSEFFECT_Speed, player))
192                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_balance_powerup_speed_highspeed;
193 }
194
195 MUTATOR_HOOKFUNCTION(powerups, WeaponRateFactor)
196 {
197         entity player = M_ARGV(1, entity);
198
199         if(StatusEffects_active(STATUSEFFECT_Speed, player))
200                 M_ARGV(0, float) *= autocvar_g_balance_powerup_speed_attackrate;
201 }
202
203 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsPrettyString)
204 {
205         if(autocvar_g_powerups == 0)
206                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", No powerups");
207         if(autocvar_g_powerups > 0)
208                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Powerups");
209 }
210
211 MUTATOR_HOOKFUNCTION(powerups, BotShouldAttack)
212 {
213         entity targ = M_ARGV(1, entity);
214
215         if(StatusEffects_active(STATUSEFFECT_Invisibility, targ))
216                 return true;
217 }
218
219 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsString)
220 {
221         if(autocvar_g_powerups == 0)
222                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":no_powerups");
223         if(autocvar_g_powerups > 0)
224                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":powerups");
225 }