]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/overkill.qc
Merge branch 'master' into mirceakitsune/playermodel_ubot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / overkill.qc
diff --git a/qcsrc/common/mutators/mutator/overkill/overkill.qc b/qcsrc/common/mutators/mutator/overkill/overkill.qc
new file mode 100644 (file)
index 0000000..2fb75b3
--- /dev/null
@@ -0,0 +1,409 @@
+#ifdef IMPLEMENTATION
+bool autocvar_g_overkill_powerups_replace;
+float autocvar_g_overkill_superguns_respawn_time;
+bool autocvar_g_overkill_100h_anyway;
+bool autocvar_g_overkill_100a_anyway;
+bool autocvar_g_overkill_ammo_charge;
+float autocvar_g_overkill_ammo_charge_notice;
+float autocvar_g_overkill_ammo_charge_limit;
+
+.vector ok_deathloc;
+.float ok_spawnsys_timer;
+.float ok_lastwep;
+.float ok_item;
+
+.float ok_notice_time;
+.float ammo_charge[Weapons_MAX];
+.float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
+.float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
+
+.float ok_pauseregen_finished;
+
+void(entity ent, float wep) ok_DecreaseCharge;
+
+void ok_Initialize();
+
+REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
+{
+       MUTATOR_ONADD
+       {
+               ok_Initialize();
+       }
+
+       MUTATOR_ONREMOVE
+       {
+               WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+               WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+       }
+}
+
+MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
+{
+       entity actor = M_ARGV(0, entity);
+       if (actor.ok_use_ammocharge)
+       {
+               ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
+               return true;
+       }
+}
+
+MUTATOR_HOOKFUNCTION(ok, W_Reload)
+{
+       entity actor = M_ARGV(0, entity);
+       return actor.ok_use_ammocharge;
+}
+
+void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
+spawnfunc(weapon_hmg);
+spawnfunc(weapon_rpc);
+
+void ok_DecreaseCharge(entity ent, int wep)
+{
+       if(!ent.ok_use_ammocharge) return;
+
+       entity wepent = Weapons_from(wep);
+
+       if (wepent == WEP_Null) return;  // dummy
+
+       ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
+}
+
+void ok_IncreaseCharge(entity ent, int wep)
+{
+       entity wepent = Weapons_from(wep);
+
+       if (wepent == WEP_Null) return;  // dummy
+
+       if(ent.ok_use_ammocharge)
+       if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
+               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);
+}
+
+float ok_CheckWeaponCharge(entity ent, int wep)
+{
+       if(!ent.ok_use_ammocharge) return true;
+
+       entity wepent = Weapons_from(wep);
+
+       if(wepent == WEP_Null) return false;  // dummy
+
+       return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
+{
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       float frag_deathtype = M_ARGV(3, float);
+
+       if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
+       if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
+       {
+               if(frag_attacker != frag_target)
+               if(frag_target.health > 0)
+               if(STAT(FROZEN, frag_target) == 0)
+               if(!IS_DEAD(frag_target))
+               {
+                       Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
+                       M_ARGV(6, vector) = '0 0 0';
+               }
+
+               M_ARGV(4, float) = 0;
+       }
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
+{
+       entity frag_target = M_ARGV(2, entity);
+       float damage_take = M_ARGV(4, float);
+
+       if(damage_take)
+               frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
+}
+
+void ok_DropItem(entity this, entity targ)
+{
+       entity e = new(droppedweapon); // hax
+       e.ok_item = true;
+       e.noalign = true;
+       e.pickup_anyway = true;
+       e.spawnfunc_checked = true;
+       spawnfunc_item_armor_small(e);
+       if (!wasfreed(e)) { // might have been blocked by a mutator
+        e.movetype = MOVETYPE_TOSS;
+        e.gravity = 1;
+        e.reset = SUB_Remove;
+        setorigin(e, this.origin + '0 0 32');
+        e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
+        SUB_SetFade(e, time + 5, 1);
+       }
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerDies)
+{
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+
+       entity targ = ((frag_attacker) ? frag_attacker : frag_target);
+
+       ok_DropItem(frag_target, targ);
+
+       frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
+}
+
+MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
+{
+       entity mon = M_ARGV(0, entity);
+       entity olditem = M_ARGV(1, entity);
+       entity frag_attacker = M_ARGV(2, entity);
+
+       remove(olditem);
+
+       M_ARGV(1, entity) = NULL;
+
+       ok_DropItem(mon, frag_attacker);
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
+{
+       entity player = M_ARGV(0, entity);
+
+       // overkill's values are different, so use custom regen
+       if(!STAT(FROZEN, player))
+       {
+               player.armorvalue = CalcRotRegen(player.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
+                       1 * frametime * (time > player.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > player.pauserotarmor_finished), autocvar_g_balance_armor_limit);
+               player.health = CalcRotRegen(player.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > player.ok_pauseregen_finished), 200, 0,
+                       autocvar_g_balance_health_rotlinear, 1 * frametime * (time > player.pauserothealth_finished), autocvar_g_balance_health_limit);
+
+               float minf, maxf, limitf;
+
+               maxf = autocvar_g_balance_fuel_rotstable;
+               minf = autocvar_g_balance_fuel_regenstable;
+               limitf = autocvar_g_balance_fuel_limit;
+
+               player.ammo_fuel = CalcRotRegen(player.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
+                       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);
+       }
+       return true; // return true anyway, as frozen uses no regen
+}
+
+MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
+{
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
+{
+       if(intermission_running || gameover)
+               return;
+
+       entity player = M_ARGV(0, entity);
+
+       if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
+               return;
+
+       if(player.ok_lastwep)
+       {
+               Weapon newwep = Weapons_from(player.ok_lastwep);
+               if(player.ok_lastwep == WEP_HMG.m_id)
+                       newwep = WEP_MACHINEGUN;
+               if(player.ok_lastwep == WEP_RPC.m_id)
+                       newwep = WEP_VORTEX;
+               PS(player).m_switchweapon = newwep;
+               player.ok_lastwep = 0;
+       }
+
+       ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
+
+       if(PHYS_INPUT_BUTTON_ATCK2(player))
+       if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
+       if(time >= player.jump_interval)
+       {
+               player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
+               makevectors(player.v_angle);
+
+               Weapon oldwep = PS(player).m_weapon;
+               PS(player).m_weapon = WEP_BLASTER;
+               W_Blaster_Attack(
+                       player,
+                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                       WEP_CVAR_SEC(vaporizer, shotangle),
+                       WEP_CVAR_SEC(vaporizer, damage),
+                       WEP_CVAR_SEC(vaporizer, edgedamage),
+                       WEP_CVAR_SEC(vaporizer, radius),
+                       WEP_CVAR_SEC(vaporizer, force),
+                       WEP_CVAR_SEC(vaporizer, speed),
+                       WEP_CVAR_SEC(vaporizer, spread),
+                       WEP_CVAR_SEC(vaporizer, delay),
+                       WEP_CVAR_SEC(vaporizer, lifetime)
+               );
+               PS(player).m_weapon = oldwep;
+       }
+
+       player.weapon_blocked = false;
+
+       player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
+
+       if(player.ok_use_ammocharge)
+       if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
+       {
+               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)
+               {
+                       //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
+                       player.ok_notice_time = time + 2;
+                       play2(player, SND(DRYFIRE));
+               }
+               Weapon wpn = PS(player).m_weapon;
+               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+               if(player.(weaponentity).state != WS_CLEAR)
+                       w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
+
+               player.weapon_blocked = true;
+       }
+
+       PHYS_INPUT_BUTTON_ATCK2(player) = false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
+{
+       entity player = M_ARGV(0, entity);
+
+       if(autocvar_g_overkill_ammo_charge)
+       {
+               FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
+
+               player.ok_use_ammocharge = 1;
+               player.ok_notice_time = time;
+       }
+       else
+               player.ok_use_ammocharge = 0;
+
+       // if player changed their weapon while dead, don't switch to their death weapon
+       if(player.impulse)
+               player.ok_lastwep = 0;
+
+       player.ok_pauseregen_finished = time + 2;
+}
+
+void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
+void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
+
+MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
+{
+       entity ent = M_ARGV(0, entity);
+
+       if(autocvar_g_powerups)
+       if(autocvar_g_overkill_powerups_replace)
+       {
+               if(ent.classname == "item_strength")
+               {
+                       entity wep = new(weapon_hmg);
+                       setorigin(wep, ent.origin);
+                       setmodel(wep, MDL_OK_HMG);
+                       wep.ok_item = true;
+                       wep.noalign = ent.noalign;
+                       wep.cnt = ent.cnt;
+                       wep.team = ent.team;
+                       wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
+                       wep.pickup_anyway = true;
+                       wep.spawnfunc_checked = true;
+                       setthink(wep, self_spawnfunc_weapon_hmg);
+                       wep.nextthink = time + 0.1;
+                       return true;
+               }
+
+               if(ent.classname == "item_invincible")
+               {
+                       entity wep = new(weapon_rpc);
+                       setorigin(wep, ent.origin);
+                       setmodel(wep, MDL_OK_RPC);
+                       wep.ok_item = true;
+                       wep.noalign = ent.noalign;
+                       wep.cnt = ent.cnt;
+                       wep.team = ent.team;
+                       wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
+                       wep.pickup_anyway = true;
+                       wep.spawnfunc_checked = true;
+                       setthink(wep, self_spawnfunc_weapon_rpc);
+                       wep.nextthink = time + 0.1;
+                       return true;
+               }
+       }
+}
+
+MUTATOR_HOOKFUNCTION(ok, FilterItem)
+{
+       entity item = M_ARGV(0, entity);
+
+       if(item.ok_item)
+               return;
+
+       switch(item.items)
+       {
+               case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
+               case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
+       }
+
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
+{
+       entity spectatee = M_ARGV(0, entity);
+       entity client = M_ARGV(1, entity);
+
+       client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
+       client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
+}
+
+MUTATOR_HOOKFUNCTION(ok, SetStartItems)
+{
+       WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
+
+       if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
+       if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
+
+       start_items |= IT_UNLIMITED_WEAPON_AMMO;
+       start_weapons = warmup_start_weapons = ok_start_items;
+}
+
+MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
+{
+       M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
+}
+
+MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
+{
+       M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
+}
+
+MUTATOR_HOOKFUNCTION(ok, SetModname)
+{
+       M_ARGV(0, string) = "Overkill";
+       return true;
+}
+
+void ok_SetCvars()
+{
+       // hack to force overkill playermodels
+       cvar_settemp("sv_defaultcharacter", "1");
+       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");
+       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");
+       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");
+}
+
+void ok_Initialize()
+{
+       ok_SetCvars();
+
+       precache_all_playermodels("models/ok_player/*.dpm");
+
+       WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+       WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+
+       WEP_SHOTGUN.mdl = "ok_shotgun";
+       WEP_MACHINEGUN.mdl = "ok_mg";
+       WEP_VORTEX.mdl = "ok_sniper";
+}
+#endif