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Purge self from the damage/death mutator hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / instagib / instagib.qc
1 #ifndef MUTATOR_INSTAGIB_H
2 #define MUTATOR_INSTAGIB_H
3
4 #include "items.qc"
5
6 #ifdef SVQC
7 float autocvar_g_instagib_invis_alpha;
8 #endif
9
10 #endif
11
12 #ifdef IMPLEMENTATION
13 #ifdef SVQC
14
15 int autocvar_g_instagib_ammo_drop;
16 int autocvar_g_instagib_extralives;
17 float autocvar_g_instagib_speed_highspeed;
18
19 #include <server/cl_client.qh>
20
21 #include <common/items/all.qc>
22
23 REGISTER_MUTATOR(mutator_instagib, cvar("g_instagib") && !g_nexball);
24
25 spawnfunc(item_minst_cells)
26 {
27         if (!g_instagib) { remove(this); return; }
28         if (!this.ammo_cells) this.ammo_cells = autocvar_g_instagib_ammo_drop;
29         StartItem(this, ITEM_VaporizerCells);
30 }
31
32 void instagib_invisibility(entity this)
33 {
34         this.strength_finished = autocvar_g_balance_powerup_strength_time;
35         StartItem(this, ITEM_Invisibility);
36 }
37
38 void instagib_extralife(entity this)
39 {
40         StartItem(this, ITEM_ExtraLife);
41 }
42
43 void instagib_speed(entity this)
44 {
45         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
46         StartItem(this, ITEM_Speed);
47 }
48
49 .float instagib_nextthink;
50 .float instagib_needammo;
51 void instagib_stop_countdown(entity e)
52 {
53         if (!e.instagib_needammo)
54                 return;
55         Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_INSTAGIB_FINDAMMO);
56         e.instagib_needammo = false;
57 }
58 void instagib_ammocheck(entity this)
59 {
60         if(time < this.instagib_nextthink)
61                 return;
62         if(!IS_PLAYER(this))
63                 return; // not a player
64
65         if(IS_DEAD(this) || gameover)
66                 instagib_stop_countdown(this);
67         else if (this.ammo_cells > 0 || (this.items & IT_UNLIMITED_WEAPON_AMMO) || (this.flags & FL_GODMODE))
68                 instagib_stop_countdown(this);
69         else if(autocvar_g_rm && autocvar_g_rm_laser)
70         {
71                 if(!this.instagib_needammo)
72                 {
73                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_INSTAGIB_DOWNGRADE);
74                         this.instagib_needammo = true;
75                 }
76         }
77         else
78         {
79                 this.instagib_needammo = true;
80                 if (this.health <= 5)
81                 {
82                         Damage(this, this, this, 5, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
83                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_INSTAGIB_TERMINATED);
84                 }
85                 else if (this.health <= 10)
86                 {
87                         Damage(this, this, this, 5, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
88                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_1);
89                 }
90                 else if (this.health <= 20)
91                 {
92                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
93                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_2);
94                 }
95                 else if (this.health <= 30)
96                 {
97                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
98                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_3);
99                 }
100                 else if (this.health <= 40)
101                 {
102                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
103                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_4);
104                 }
105                 else if (this.health <= 50)
106                 {
107                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
108                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_5);
109                 }
110                 else if (this.health <= 60)
111                 {
112                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
113                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_6);
114                 }
115                 else if (this.health <= 70)
116                 {
117                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
118                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_7);
119                 }
120                 else if (this.health <= 80)
121                 {
122                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
123                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_8);
124                 }
125                 else if (this.health <= 90)
126                 {
127                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_INSTAGIB_FINDAMMO);
128                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
129                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_9);
130                 }
131                 else
132                 {
133                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, MULTI_INSTAGIB_FINDAMMO);
134                         Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
135                 }
136         }
137         this.instagib_nextthink = time + 1;
138 }
139
140 MUTATOR_HOOKFUNCTION(mutator_instagib, MatchEnd)
141 {
142         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(instagib_stop_countdown(it)));
143         return false;
144 }
145
146 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterDropItem)
147 {
148         entity item = M_ARGV(1, entity);
149
150         item.monster_loot = spawnfunc_item_minst_cells;
151
152         return false;
153 }
154
155 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterSpawn)
156 {SELFPARAM();
157         // always refill ammo
158         if(self.monsterid == MON_MAGE.monsterid)
159                 self.skin = 1;
160
161         return false;
162 }
163
164 MUTATOR_HOOKFUNCTION(mutator_instagib, BotShouldAttack)
165 {
166         if (checkentity.items & ITEM_Invisibility.m_itemid)
167                 return true;
168
169         return false;
170 }
171
172 MUTATOR_HOOKFUNCTION(mutator_instagib, MakePlayerObserver)
173 {SELFPARAM();
174         instagib_stop_countdown(self);
175         return false;
176 }
177
178 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerSpawn)
179 {
180         entity player = M_ARGV(0, entity);
181
182         player.effects |= EF_FULLBRIGHT;
183 }
184
185 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPreThink)
186 {SELFPARAM();
187         instagib_ammocheck(self);
188         return false;
189 }
190
191 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerRegen)
192 {
193         // no regeneration in instagib
194         return true;
195 }
196
197 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPowerups)
198 {SELFPARAM();
199         if (!(self.effects & EF_FULLBRIGHT))
200                 self.effects |= EF_FULLBRIGHT;
201
202         if (self.items & ITEM_Invisibility.m_itemid)
203         {
204                 play_countdown(self.strength_finished, SND_POWEROFF);
205                 if (time > self.strength_finished)
206                 {
207                         self.alpha = default_player_alpha;
208                         self.exteriorweaponentity.alpha = default_weapon_alpha;
209                         self.items &= ~ITEM_Invisibility.m_itemid;
210                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
211                 }
212         }
213         else
214         {
215                 if (time < self.strength_finished)
216                 {
217                         self.alpha = autocvar_g_instagib_invis_alpha;
218                         self.exteriorweaponentity.alpha = autocvar_g_instagib_invis_alpha;
219                         self.items |= ITEM_Invisibility.m_itemid;
220                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
221                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
222                 }
223         }
224
225         if (self.items & ITEM_Speed.m_itemid)
226         {
227                 play_countdown(self.invincible_finished, SND_POWEROFF);
228                 if (time > self.invincible_finished)
229                 {
230                         self.items &= ~ITEM_Speed.m_itemid;
231                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
232                 }
233         }
234         else
235         {
236                 if (time < self.invincible_finished)
237                 {
238                         self.items |= ITEM_Speed.m_itemid;
239                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
240                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
241                 }
242         }
243         return false;
244 }
245
246 .float stat_sv_maxspeed;
247
248 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPhysics)
249 {SELFPARAM();
250         if(self.items & ITEM_Speed.m_itemid)
251                 self.stat_sv_maxspeed = self.stat_sv_maxspeed * autocvar_g_instagib_speed_highspeed;
252
253         return false;
254 }
255
256 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_SplitHealthArmor)
257 {
258         M_ARGV(4, float) = M_ARGV(7, float); // take = damage
259         M_ARGV(5, float) = 0; // save
260 }
261
262 MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
263 {
264         // weapon dropping on death handled by FilterItem
265
266         return true;
267 }
268
269 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_Calculate)
270 {
271         entity frag_attacker = M_ARGV(1, entity);
272         entity frag_target = M_ARGV(2, entity);
273         float frag_deathtype = M_ARGV(3, float);
274         float frag_damage = M_ARGV(4, float);
275         float frag_mirrordamage = M_ARGV(5, float);
276         vector frag_force = M_ARGV(6, vector);
277
278         if(autocvar_g_friendlyfire == 0 && SAME_TEAM(frag_target, frag_attacker) && IS_PLAYER(frag_target) && IS_PLAYER(frag_attacker))
279                 frag_damage = 0;
280
281         if(IS_PLAYER(frag_target))
282         {
283                 if(frag_deathtype == DEATH_FALL.m_id)
284                         frag_damage = 0; // never count fall damage
285
286                 if(!autocvar_g_instagib_damagedbycontents)
287                 switch(DEATH_ENT(frag_deathtype))
288                 {
289                         case DEATH_DROWN:
290                         case DEATH_SLIME:
291                         case DEATH_LAVA:
292                                 frag_damage = 0;
293                                 break;
294                 }
295
296                 if(IS_PLAYER(frag_attacker))
297                 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
298                 {
299                         if(!autocvar_g_instagib_friendlypush && SAME_TEAM(frag_target, frag_attacker))
300                                 frag_force = '0 0 0';
301
302                         if(frag_target.armorvalue)
303                         {
304                                 frag_target.armorvalue -= 1;
305                                 frag_damage = 0;
306                                 frag_target.damage_dealt += 1;
307                                 frag_attacker.damage_dealt += 1;
308                                 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_target.armorvalue);
309                         }
310                 }
311
312                 if(IS_PLAYER(frag_attacker) && DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
313                 {
314                         if(frag_deathtype & HITTYPE_SECONDARY)
315                         {
316                                 if(!autocvar_g_instagib_blaster_keepdamage || frag_attacker == frag_target)
317                                 {
318                                         frag_damage = 0;
319                                         if(!autocvar_g_instagib_mirrordamage)
320                                                 frag_mirrordamage = 0; // never do mirror damage on enemies
321                                 }
322
323                                 if(frag_target != frag_attacker)
324                                 {
325                                         if(frag_damage <= 0 && frag_target.health > 0) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); }
326                                         if(!autocvar_g_instagib_blaster_keepforce)
327                                                 frag_force = '0 0 0';
328                                 }
329                         }
330                 }
331         }
332
333         if(!autocvar_g_instagib_mirrordamage) // only apply the taking lives hack if we don't want to support real damage mirroring
334         if(IS_PLAYER(frag_attacker))
335         if(frag_mirrordamage > 0)
336         {
337                 // just lose extra LIVES, don't kill the player for mirror damage
338                 if(frag_attacker.armorvalue > 0)
339                 {
340                         frag_attacker.armorvalue -= 1;
341                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_attacker.armorvalue);
342                         frag_attacker.damage_dealt += frag_mirrordamage;
343                 }
344                 frag_mirrordamage = 0;
345         }
346
347         if(frag_target.alpha && frag_target.alpha < 1)
348         if(IS_PLAYER(frag_target))
349                 yoda = 1;
350
351         M_ARGV(4, float) = frag_damage;
352         M_ARGV(5, float) = frag_mirrordamage;
353         M_ARGV(6, vector) = frag_force;
354
355         return false;
356 }
357
358 MUTATOR_HOOKFUNCTION(mutator_instagib, SetStartItems)
359 {
360         start_health       = warmup_start_health       = 100;
361         start_armorvalue   = warmup_start_armorvalue   = 0;
362
363         start_ammo_shells  = warmup_start_ammo_shells  = 0;
364         start_ammo_nails   = warmup_start_ammo_nails   = 0;
365         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_instagib_ammo_start");
366         start_ammo_plasma  = warmup_start_ammo_plasma  = 0;
367         start_ammo_rockets = warmup_start_ammo_rockets = 0;
368         start_ammo_fuel    = warmup_start_ammo_fuel    = 0;
369
370         start_weapons = warmup_start_weapons = WEPSET(VAPORIZER);
371         start_items |= IT_UNLIMITED_SUPERWEAPONS;
372
373         return false;
374 }
375
376 MUTATOR_HOOKFUNCTION(mutator_instagib, FilterItem)
377 {SELFPARAM();
378         if(self.classname == "item_cells")
379                 return true; // no normal cells?
380
381         if(self.weapon == WEP_VAPORIZER.m_id && self.classname == "droppedweapon")
382         {
383                 self.ammo_cells = autocvar_g_instagib_ammo_drop;
384                 return false;
385         }
386
387         if(self.weapon == WEP_DEVASTATOR.m_id || self.weapon == WEP_VORTEX.m_id)
388         {
389                 entity e = spawn();
390                 setorigin(e, self.origin);
391                 e.noalign = self.noalign;
392         e.cnt = self.cnt;
393         e.team = self.team;
394         e.spawnfunc_checked = true;
395                 WITHSELF(e, spawnfunc_item_minst_cells(e));
396                 return true;
397         }
398
399         if(self.flags & FL_POWERUP)
400                 return false;
401
402         if(self.ammo_cells > autocvar_g_instagib_ammo_drop && self.classname != "item_minst_cells")
403                 self.ammo_cells = autocvar_g_instagib_ammo_drop;
404
405         if(self.ammo_cells && !self.weapon)
406                 return false;
407
408         return true;
409 }
410
411 MUTATOR_HOOKFUNCTION(mutator_instagib, CustomizeWaypoint)
412 {SELFPARAM();
413         entity e = WaypointSprite_getviewentity(other);
414
415         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
416         // but only apply this to real players, not to spectators
417         if((self.owner.flags & FL_CLIENT) && (self.owner.items & ITEM_Invisibility.m_itemid) && (e == other))
418         if(DIFF_TEAM(self.owner, e))
419                 return true;
420
421         return false;
422 }
423
424 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDies)
425 {
426         float frag_deathtype = M_ARGV(3, float);
427         float frag_damage = M_ARGV(4, float);
428
429         if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
430                 frag_damage = 1000; // always gib if it was a vaporizer death
431
432         return false;
433 }
434
435 MUTATOR_HOOKFUNCTION(mutator_instagib, ItemTouch)
436 {SELFPARAM();
437         if(self.ammo_cells)
438         {
439                 // play some cool sounds ;)
440                 if (IS_CLIENT(other))
441                 {
442                         if(other.health <= 5)
443                                 Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_INSTAGIB_LASTSECOND);
444                         else if(other.health < 50)
445                                 Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_INSTAGIB_NARROWLY);
446                 }
447
448                 if(other.health < 100)
449                         other.health = 100;
450
451                 return MUT_ITEMTOUCH_CONTINUE;
452         }
453
454         if(self.itemdef == ITEM_ExtraLife)
455         {
456                 other.armorvalue = bound(other.armorvalue, 999, other.armorvalue + autocvar_g_instagib_extralives);
457                 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
458                 return MUT_ITEMTOUCH_PICKUP;
459         }
460
461         return MUT_ITEMTOUCH_CONTINUE;
462 }
463
464 MUTATOR_HOOKFUNCTION(mutator_instagib, OnEntityPreSpawn)
465 {SELFPARAM();
466         if (!autocvar_g_powerups) { return false; }
467         // Can't use .itemdef here
468         if (!(self.classname == "item_strength" || self.classname == "item_invincible" || self.classname == "item_health_mega"))
469                 return false;
470
471         entity e = spawn();
472
473         float r = random();
474         if (r < 0.3)
475                 setthink(e, instagib_invisibility);
476         else if (r < 0.6)
477                 setthink(e, instagib_extralife);
478         else
479                 setthink(e, instagib_speed);
480
481         e.nextthink = time + 0.1;
482         e.spawnflags = self.spawnflags;
483         e.noalign = self.noalign;
484         setorigin(e, self.origin);
485
486         return true;
487 }
488
489 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsString)
490 {
491         ret_string = strcat(ret_string, ":instagib");
492         return false;
493 }
494
495 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsPrettyString)
496 {
497         ret_string = strcat(ret_string, ", instagib");
498         return false;
499 }
500
501 MUTATOR_HOOKFUNCTION(mutator_instagib, SetModname)
502 {
503         modname = "InstaGib";
504         return true;
505 }
506
507 #endif
508 #endif