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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(entity this, StatusEffects effect)
81 {
82         entity item = Item_DefinitionFromInternalName(effect.netname);
83         float t = StatusEffects_gettime(effect, this);
84         float timeleft = t - time;
85
86         if(timeleft <= 1 || !item)
87                 return;
88         entity e = spawn();
89
90         // If we want the timer to keep running, we enable expiring then use the exact time the powerup will finish at.
91         // If we want the timer to freeze, we disable expiring and we just use the time left of the powerup.
92         // See Item_SetExpiring() below.
93         float finished_time = (autocvar_g_powerups_dropondeath == 2 ? timeleft : t);
94
95         // If the timer is frozen, the item will stay on the floor for 60 secs (TODO hardcoded for now),
96         // otherwise it'll disappear after the timer runs out.
97         float time_to_live = (autocvar_g_powerups_dropondeath == 2 ? 60 : timeleft);
98
99         // TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
100         switch(item)
101         {
102                 case ITEM_Strength: e.strength_finished = finished_time; break;
103                 case ITEM_Shield: e.invincible_finished = finished_time; break;
104                 case ITEM_Invisibility: e.invisibility_finished = finished_time; break;
105                 case ITEM_Speed: e.speed_finished = finished_time; break;
106         }
107         Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin + '0 0 32', randomvec() * 175 + '0 0 175', time_to_live);
108
109         if(autocvar_g_powerups_dropondeath != 2)
110                 Item_SetExpiring(e, true);
111 }
112
113 MUTATOR_HOOKFUNCTION(powerups, PlayerDies)
114 {
115         if(!autocvar_g_powerups_dropondeath)
116                 return;
117
118         entity frag_target = M_ARGV(2, entity);
119
120         FOREACH(StatusEffect, it.instanceOfPowerups,
121         {
122                 if(StatusEffects_active(it, frag_target))
123                         powerups_DropItem(frag_target, it);
124         });
125 }
126
127 MUTATOR_HOOKFUNCTION(powerups, PlayerPhysics_UpdateStats)
128 {
129         entity player = M_ARGV(0, entity);
130         // these automatically reset, no need to worry
131
132         if(StatusEffects_active(STATUSEFFECT_Speed, player))
133                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_balance_powerup_speed_highspeed;
134 }
135
136 MUTATOR_HOOKFUNCTION(powerups, WeaponRateFactor)
137 {
138         entity player = M_ARGV(1, entity);
139
140         if(StatusEffects_active(STATUSEFFECT_Speed, player))
141                 M_ARGV(0, float) *= autocvar_g_balance_powerup_speed_attackrate;
142 }
143
144 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsPrettyString)
145 {
146         if(autocvar_g_powerups == 0)
147                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", No powerups");
148         if(autocvar_g_powerups > 0)
149                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Powerups");
150 }
151
152 MUTATOR_HOOKFUNCTION(powerups, BotShouldAttack)
153 {
154         entity targ = M_ARGV(1, entity);
155
156         if(StatusEffects_active(STATUSEFFECT_Invisibility, targ))
157                 return true;
158 }
159
160 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsString)
161 {
162         if(autocvar_g_powerups == 0)
163                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":no_powerups");
164         if(autocvar_g_powerups > 0)
165                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":powerups");
166 }