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Purify PlayerDamage_Calculate
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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         other.monster_loot = spawnfunc_item_minst_cells;
149
150         return false;
151 }
152
153 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterSpawn)
154 {SELFPARAM();
155         // always refill ammo
156         if(self.monsterid == MON_MAGE.monsterid)
157                 self.skin = 1;
158
159         return false;
160 }
161
162 MUTATOR_HOOKFUNCTION(mutator_instagib, BotShouldAttack)
163 {
164         if (checkentity.items & ITEM_Invisibility.m_itemid)
165                 return true;
166
167         return false;
168 }
169
170 MUTATOR_HOOKFUNCTION(mutator_instagib, MakePlayerObserver)
171 {SELFPARAM();
172         instagib_stop_countdown(self);
173         return false;
174 }
175
176 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerSpawn)
177 {SELFPARAM();
178         self.effects |= EF_FULLBRIGHT;
179         return false;
180 }
181
182 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPreThink)
183 {SELFPARAM();
184         instagib_ammocheck(self);
185         return false;
186 }
187
188 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerRegen)
189 {
190         // no regeneration in instagib
191         return true;
192 }
193
194 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPowerups)
195 {SELFPARAM();
196         if (!(self.effects & EF_FULLBRIGHT))
197                 self.effects |= EF_FULLBRIGHT;
198
199         if (self.items & ITEM_Invisibility.m_itemid)
200         {
201                 play_countdown(self.strength_finished, SND_POWEROFF);
202                 if (time > self.strength_finished)
203                 {
204                         self.alpha = default_player_alpha;
205                         self.exteriorweaponentity.alpha = default_weapon_alpha;
206                         self.items &= ~ITEM_Invisibility.m_itemid;
207                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
208                 }
209         }
210         else
211         {
212                 if (time < self.strength_finished)
213                 {
214                         self.alpha = autocvar_g_instagib_invis_alpha;
215                         self.exteriorweaponentity.alpha = autocvar_g_instagib_invis_alpha;
216                         self.items |= ITEM_Invisibility.m_itemid;
217                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
218                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
219                 }
220         }
221
222         if (self.items & ITEM_Speed.m_itemid)
223         {
224                 play_countdown(self.invincible_finished, SND_POWEROFF);
225                 if (time > self.invincible_finished)
226                 {
227                         self.items &= ~ITEM_Speed.m_itemid;
228                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
229                 }
230         }
231         else
232         {
233                 if (time < self.invincible_finished)
234                 {
235                         self.items |= ITEM_Speed.m_itemid;
236                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
237                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
238                 }
239         }
240         return false;
241 }
242
243 .float stat_sv_maxspeed;
244
245 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPhysics)
246 {SELFPARAM();
247         if(self.items & ITEM_Speed.m_itemid)
248                 self.stat_sv_maxspeed = self.stat_sv_maxspeed * autocvar_g_instagib_speed_highspeed;
249
250         return false;
251 }
252
253 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_SplitHealthArmor)
254 {
255         damage_save = 0;
256         damage_take = frag_damage;
257
258         return false;
259 }
260
261 MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
262 {
263         // weapon dropping on death handled by FilterItem
264
265         return true;
266 }
267
268 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_Calculate)
269 {
270         entity frag_attacker = M_ARGV(1, entity);
271         entity frag_target = M_ARGV(2, entity);
272         float frag_deathtype = M_ARGV(3, float);
273         float frag_damage = M_ARGV(4, float);
274         float frag_mirrordamage = M_ARGV(5, float);
275         vector frag_force = M_ARGV(6, vector);
276
277         if(autocvar_g_friendlyfire == 0 && SAME_TEAM(frag_target, frag_attacker) && IS_PLAYER(frag_target) && IS_PLAYER(frag_attacker))
278                 frag_damage = 0;
279
280         if(IS_PLAYER(frag_target))
281         {
282                 if(frag_deathtype == DEATH_FALL.m_id)
283                         frag_damage = 0; // never count fall damage
284
285                 if(!autocvar_g_instagib_damagedbycontents)
286                 switch(DEATH_ENT(frag_deathtype))
287                 {
288                         case DEATH_DROWN:
289                         case DEATH_SLIME:
290                         case DEATH_LAVA:
291                                 frag_damage = 0;
292                                 break;
293                 }
294
295                 if(IS_PLAYER(frag_attacker))
296                 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
297                 {
298                         if(!autocvar_g_instagib_friendlypush && SAME_TEAM(frag_target, frag_attacker))
299                                 frag_force = '0 0 0';
300
301                         if(frag_target.armorvalue)
302                         {
303                                 frag_target.armorvalue -= 1;
304                                 frag_damage = 0;
305                                 frag_target.damage_dealt += 1;
306                                 frag_attacker.damage_dealt += 1;
307                                 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_target.armorvalue);
308                         }
309                 }
310
311                 if(IS_PLAYER(frag_attacker) && DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
312                 {
313                         if(frag_deathtype & HITTYPE_SECONDARY)
314                         {
315                                 if(!autocvar_g_instagib_blaster_keepdamage || frag_attacker == frag_target)
316                                 {
317                                         frag_damage = 0;
318                                         if(!autocvar_g_instagib_mirrordamage)
319                                                 frag_mirrordamage = 0; // never do mirror damage on enemies
320                                 }
321
322                                 if(frag_target != frag_attacker)
323                                 {
324                                         if(frag_damage <= 0 && frag_target.health > 0) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); }
325                                         if(!autocvar_g_instagib_blaster_keepforce)
326                                                 frag_force = '0 0 0';
327                                 }
328                         }
329                 }
330         }
331
332         if(!autocvar_g_instagib_mirrordamage) // only apply the taking lives hack if we don't want to support real damage mirroring
333         if(IS_PLAYER(frag_attacker))
334         if(frag_mirrordamage > 0)
335         {
336                 // just lose extra LIVES, don't kill the player for mirror damage
337                 if(frag_attacker.armorvalue > 0)
338                 {
339                         frag_attacker.armorvalue -= 1;
340                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_attacker.armorvalue);
341                         frag_attacker.damage_dealt += frag_mirrordamage;
342                 }
343                 frag_mirrordamage = 0;
344         }
345
346         if(frag_target.alpha && frag_target.alpha < 1)
347         if(IS_PLAYER(frag_target))
348                 yoda = 1;
349
350         M_ARGV(4, float) = frag_damage;
351         M_ARGV(5, float) = frag_mirrordamage;
352         M_ARGV(6, vector) = frag_force;
353
354         return false;
355 }
356
357 MUTATOR_HOOKFUNCTION(mutator_instagib, SetStartItems)
358 {
359         start_health       = warmup_start_health       = 100;
360         start_armorvalue   = warmup_start_armorvalue   = 0;
361
362         start_ammo_shells  = warmup_start_ammo_shells  = 0;
363         start_ammo_nails   = warmup_start_ammo_nails   = 0;
364         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_instagib_ammo_start");
365         start_ammo_plasma  = warmup_start_ammo_plasma  = 0;
366         start_ammo_rockets = warmup_start_ammo_rockets = 0;
367         start_ammo_fuel    = warmup_start_ammo_fuel    = 0;
368
369         start_weapons = warmup_start_weapons = WEPSET(VAPORIZER);
370         start_items |= IT_UNLIMITED_SUPERWEAPONS;
371
372         return false;
373 }
374
375 MUTATOR_HOOKFUNCTION(mutator_instagib, FilterItem)
376 {SELFPARAM();
377         if(self.classname == "item_cells")
378                 return true; // no normal cells?
379
380         if(self.weapon == WEP_VAPORIZER.m_id && self.classname == "droppedweapon")
381         {
382                 self.ammo_cells = autocvar_g_instagib_ammo_drop;
383                 return false;
384         }
385
386         if(self.weapon == WEP_DEVASTATOR.m_id || self.weapon == WEP_VORTEX.m_id)
387         {
388                 entity e = spawn();
389                 setorigin(e, self.origin);
390                 e.noalign = self.noalign;
391         e.cnt = self.cnt;
392         e.team = self.team;
393         e.spawnfunc_checked = true;
394                 WITHSELF(e, spawnfunc_item_minst_cells(e));
395                 return true;
396         }
397
398         if(self.flags & FL_POWERUP)
399                 return false;
400
401         if(self.ammo_cells > autocvar_g_instagib_ammo_drop && self.classname != "item_minst_cells")
402                 self.ammo_cells = autocvar_g_instagib_ammo_drop;
403
404         if(self.ammo_cells && !self.weapon)
405                 return false;
406
407         return true;
408 }
409
410 MUTATOR_HOOKFUNCTION(mutator_instagib, CustomizeWaypoint)
411 {SELFPARAM();
412         entity e = WaypointSprite_getviewentity(other);
413
414         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
415         // but only apply this to real players, not to spectators
416         if((self.owner.flags & FL_CLIENT) && (self.owner.items & ITEM_Invisibility.m_itemid) && (e == other))
417         if(DIFF_TEAM(self.owner, e))
418                 return true;
419
420         return false;
421 }
422
423 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDies)
424 {
425         if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
426                 frag_damage = 1000; // always gib if it was a vaporizer death
427
428         return false;
429 }
430
431 MUTATOR_HOOKFUNCTION(mutator_instagib, ItemTouch)
432 {SELFPARAM();
433         if(self.ammo_cells)
434         {
435                 // play some cool sounds ;)
436                 if (IS_CLIENT(other))
437                 {
438                         if(other.health <= 5)
439                                 Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_INSTAGIB_LASTSECOND);
440                         else if(other.health < 50)
441                                 Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_INSTAGIB_NARROWLY);
442                 }
443
444                 if(other.health < 100)
445                         other.health = 100;
446
447                 return MUT_ITEMTOUCH_CONTINUE;
448         }
449
450         if(self.itemdef == ITEM_ExtraLife)
451         {
452                 other.armorvalue = bound(other.armorvalue, 999, other.armorvalue + autocvar_g_instagib_extralives);
453                 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
454                 return MUT_ITEMTOUCH_PICKUP;
455         }
456
457         return MUT_ITEMTOUCH_CONTINUE;
458 }
459
460 MUTATOR_HOOKFUNCTION(mutator_instagib, OnEntityPreSpawn)
461 {SELFPARAM();
462         if (!autocvar_g_powerups) { return false; }
463         // Can't use .itemdef here
464         if (!(self.classname == "item_strength" || self.classname == "item_invincible" || self.classname == "item_health_mega"))
465                 return false;
466
467         entity e = spawn();
468
469         float r = random();
470         if (r < 0.3)
471                 setthink(e, instagib_invisibility);
472         else if (r < 0.6)
473                 setthink(e, instagib_extralife);
474         else
475                 setthink(e, instagib_speed);
476
477         e.nextthink = time + 0.1;
478         e.spawnflags = self.spawnflags;
479         e.noalign = self.noalign;
480         setorigin(e, self.origin);
481
482         return true;
483 }
484
485 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsString)
486 {
487         ret_string = strcat(ret_string, ":instagib");
488         return false;
489 }
490
491 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsPrettyString)
492 {
493         ret_string = strcat(ret_string, ", instagib");
494         return false;
495 }
496
497 MUTATOR_HOOKFUNCTION(mutator_instagib, SetModname)
498 {
499         modname = "InstaGib";
500         return true;
501 }
502
503 #endif
504 #endif