#include "sv_nix.qh" #include #include //string autocvar_g_nix; int autocvar_g_balance_nix_ammo_cells; int autocvar_g_balance_nix_ammo_fuel; int autocvar_g_balance_nix_ammo_nails; int autocvar_g_balance_nix_ammo_rockets; int autocvar_g_balance_nix_ammo_shells; int autocvar_g_balance_nix_ammoincr_cells; int autocvar_g_balance_nix_ammoincr_fuel; int autocvar_g_balance_nix_ammoincr_nails; int autocvar_g_balance_nix_ammoincr_rockets; int autocvar_g_balance_nix_ammoincr_shells; float autocvar_g_balance_nix_incrtime; float autocvar_g_balance_nix_roundtime; bool autocvar_g_nix_with_healtharmor; bool autocvar_g_nix_with_blaster; bool autocvar_g_nix_with_powerups; int autocvar_g_pickup_cells_max; int autocvar_g_pickup_fuel_max; int autocvar_g_pickup_nails_max; int autocvar_g_pickup_rockets_max; int autocvar_g_pickup_shells_max; float g_nix_with_blaster; // WEAPONTODO int nix_weapon; float nix_nextchange; float nix_nextweapon; .float nix_lastchange_id; .float nix_lastinfotime; .float nix_nextincr; bool NIX_CanChooseWeapon(int wpn); REGISTER_MUTATOR(nix, expr_evaluate(cvar_string("g_nix")) && !MUTATOR_IS_ENABLED(mutator_instagib) && !MUTATOR_IS_ENABLED(ok) && !MapInfo_LoadedGametype.m_weaponarena) { MUTATOR_ONADD { g_nix_with_blaster = autocvar_g_nix_with_blaster; nix_nextchange = 0; nix_nextweapon = 0; FOREACH(Weapons, it != WEP_Null && NIX_CanChooseWeapon(it.m_id), { it.wr_init(it); }); } MUTATOR_ONROLLBACK_OR_REMOVE { // nothing to roll back } MUTATOR_ONREMOVE { // as the PlayerSpawn hook will no longer run, NIX is turned off by this! FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), { SetResource(it, RES_SHELLS, start_ammo_shells); SetResource(it, RES_BULLETS, start_ammo_nails); SetResource(it, RES_ROCKETS, start_ammo_rockets); SetResource(it, RES_CELLS, start_ammo_cells); SetResource(it, RES_FUEL, start_ammo_fuel); STAT(WEAPONS, it) = start_weapons; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(it.(weaponentity).m_weapon == WEP_Null && slot != 0) continue; if(!client_hasweapon(it, it.(weaponentity).m_weapon, weaponentity, true, false)) it.(weaponentity).m_switchweapon = w_getbestweapon(it, weaponentity); } }); } return false; } bool NIX_CanChooseWeapon(int wpn) { entity e = REGISTRY_GET(Weapons, wpn); if (e == WEP_Null) return false; // skip dummies if(g_weaponarena) { if(!(g_weaponarena_weapons & e.m_wepset)) return false; } else { if(wpn == WEP_BLASTER.m_id && g_nix_with_blaster) return false; if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED) return false; if (!(e.spawnflags & WEP_FLAG_NORMAL)) return false; } return true; } void NIX_ChooseNextWeapon() { RandomSelection_Init(); FOREACH(Weapons, it != WEP_Null, { if(NIX_CanChooseWeapon(it.m_id)) RandomSelection_AddFloat(it.m_id, 1, (it.m_id != nix_weapon)); }); nix_nextweapon = RandomSelection_chosen_float; } void NIX_GiveCurrentWeapon(entity this) { float dt; if(!nix_nextweapon) NIX_ChooseNextWeapon(); dt = ceil(nix_nextchange - time); if(dt <= 0) { nix_weapon = nix_nextweapon; nix_nextweapon = 0; if (!nix_nextchange) // no round played yet? nix_nextchange = time; // start the first round now! else nix_nextchange = time + autocvar_g_balance_nix_roundtime; // Weapon w = REGISTRY_GET(Weapons, nix_weapon); // w.wr_init(w); // forget it, too slow } // get weapon info entity wpn = REGISTRY_GET(Weapons, nix_weapon); // TODO: registry handles if(nix_nextchange != this.nix_lastchange_id) // this shall only be called once per round! { SetResource(this, RES_SHELLS, 0); SetResource(this, RES_BULLETS, 0); SetResource(this, RES_ROCKETS, 0); SetResource(this, RES_CELLS, 0); SetResource(this, RES_FUEL, 0); if(this.items & IT_UNLIMITED_AMMO) { switch (wpn.ammo_type) { case RES_SHELLS: SetResource(this, RES_SHELLS, autocvar_g_pickup_shells_max); break; case RES_BULLETS: SetResource(this, RES_BULLETS, autocvar_g_pickup_nails_max); break; case RES_ROCKETS: SetResource(this, RES_ROCKETS, autocvar_g_pickup_rockets_max); break; case RES_CELLS: SetResource(this, RES_CELLS, autocvar_g_pickup_cells_max); break; case RES_FUEL: SetResource(this, RES_FUEL, autocvar_g_pickup_fuel_max); break; } } else { switch (wpn.ammo_type) { case RES_SHELLS: SetResource(this, RES_SHELLS, autocvar_g_balance_nix_ammo_shells); break; case RES_BULLETS: SetResource(this, RES_BULLETS, autocvar_g_balance_nix_ammo_nails); break; case RES_ROCKETS: SetResource(this, RES_ROCKETS, autocvar_g_balance_nix_ammo_rockets); break; case RES_CELLS: SetResource(this, RES_CELLS, autocvar_g_balance_nix_ammo_cells); break; case RES_FUEL: SetResource(this, RES_FUEL, autocvar_g_balance_nix_ammo_fuel); break; } } this.nix_nextincr = time + autocvar_g_balance_nix_incrtime; if(dt >= 1 && dt <= 5) this.nix_lastinfotime = -42; else Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon); wpn.wr_resetplayer(wpn, this); // all weapons must be fully loaded when we spawn if (wpn.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars { for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; this.(weaponentity).(weapon_load[nix_weapon]) = wpn.reloading_ammo; } } // set last change info this.nix_lastchange_id = nix_nextchange; } if(this.nix_lastinfotime != dt) { this.nix_lastinfotime = dt; // initial value 0 should count as "not seen" if(dt >= 1 && dt <= 5) Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_COUNTDOWN, nix_nextweapon, dt); } if(!(this.items & IT_UNLIMITED_AMMO) && time > this.nix_nextincr) { switch (wpn.ammo_type) { case RES_SHELLS: GiveResource(this, RES_SHELLS, autocvar_g_balance_nix_ammoincr_shells); break; case RES_BULLETS: GiveResource(this, RES_BULLETS, autocvar_g_balance_nix_ammoincr_nails); break; case RES_ROCKETS: GiveResource(this, RES_ROCKETS, autocvar_g_balance_nix_ammoincr_rockets); break; case RES_CELLS: GiveResource(this, RES_CELLS, autocvar_g_balance_nix_ammoincr_cells); break; case RES_FUEL: GiveResource(this, RES_FUEL, autocvar_g_balance_nix_ammoincr_fuel); break; } this.nix_nextincr = time + autocvar_g_balance_nix_incrtime; } STAT(WEAPONS, this) = '0 0 0'; if(g_nix_with_blaster) STAT(WEAPONS, this) |= WEPSET(BLASTER); STAT(WEAPONS, this) |= wpn.m_wepset; for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if (this.(weaponentity).m_weapon == WEP_Null && slot != 0) continue; if (this.(weaponentity).m_switchweapon != wpn) if (!client_hasweapon(this, this.(weaponentity).m_switchweapon, weaponentity, true, false)) { if (client_hasweapon(this, wpn, weaponentity, true, false)) W_SwitchWeapon(this, wpn, weaponentity); } } } MUTATOR_HOOKFUNCTION(nix, ForbidThrowCurrentWeapon) { return true; // no throwing in NIX } MUTATOR_HOOKFUNCTION(nix, BuildMutatorsString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ":NIX"); } MUTATOR_HOOKFUNCTION(nix, BuildMutatorsPrettyString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ", NIX"); } MUTATOR_HOOKFUNCTION(nix, FilterItemDefinition) { entity definition = M_ARGV(0, entity); if (definition.instanceOfHealth || definition.instanceOfArmor) { return !autocvar_g_nix_with_healtharmor; } else if (definition.instanceOfPowerup) { return !autocvar_g_nix_with_powerups; } return true; // delete all other items } MUTATOR_HOOKFUNCTION(nix, OnEntityPreSpawn) { entity ent = M_ARGV(0, entity); if(ent.classname == "target_items") // items triggers cannot work in nix (as they change weapons/ammo) return true; } MUTATOR_HOOKFUNCTION(nix, PlayerPreThink) { entity player = M_ARGV(0, entity); if(!game_stopped) if(!IS_DEAD(player)) if(IS_PLAYER(player)) NIX_GiveCurrentWeapon(player); } MUTATOR_HOOKFUNCTION(nix, ForbidRandomStartWeapons) { return true; } MUTATOR_HOOKFUNCTION(nix, PlayerSpawn) { entity player = M_ARGV(0, entity); player.nix_lastchange_id = -1; NIX_GiveCurrentWeapon(player); // overrides the weapons you got when spawning player.items |= IT_UNLIMITED_SUPERWEAPONS; } MUTATOR_HOOKFUNCTION(nix, SetModname, CBC_ORDER_LAST) { M_ARGV(0, string) = "NIX"; }