#ifndef IMPLEMENTATION REGISTER_WEAPON( /* WEP_##id */ FIREBALL, /* function */ W_Fireball, /* ammotype */ ammo_none, /* impulse */ 9, /* flags */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_MID, /* color */ '1 0.5 0', /* modelname */ "fireball", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairfireball", /* wepimg */ "weaponfireball", /* refname */ "fireball", /* wepname */ _("Fireball") ); #define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball) #define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, BOTH, damage) \ w_cvar(id, sn, BOTH, damageforcescale) \ w_cvar(id, sn, BOTH, speed) \ w_cvar(id, sn, BOTH, spread) \ w_cvar(id, sn, BOTH, lifetime) \ w_cvar(id, sn, BOTH, laserburntime) \ w_cvar(id, sn, BOTH, laserdamage) \ w_cvar(id, sn, BOTH, laseredgedamage) \ w_cvar(id, sn, BOTH, laserradius) \ w_cvar(id, sn, PRI, edgedamage) \ w_cvar(id, sn, PRI, force) \ w_cvar(id, sn, PRI, radius) \ w_cvar(id, sn, PRI, health) \ w_cvar(id, sn, PRI, refire2) \ w_cvar(id, sn, PRI, bfgdamage) \ w_cvar(id, sn, PRI, bfgforce) \ w_cvar(id, sn, PRI, bfgradius) \ w_cvar(id, sn, SEC, damagetime) \ w_cvar(id, sn, SEC, speed_up) \ w_cvar(id, sn, SEC, speed_z) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float bot_primary_fireballmooth; // whatever a mooth is .vector fireball_impactvec; .float fireball_primarytime; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(WEP_FIREBALL.m_id); } void W_Fireball_Explode(void) {SELFPARAM(); entity e; float dist; float points; vector dir; float d; self.event_damage = func_null; self.takedamage = DAMAGE_NO; // 1. dist damage d = (self.realowner.health + self.realowner.armorvalue); RadiusDamage(self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other); if(self.realowner.health + self.realowner.armorvalue >= d) if(!self.cnt) { modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25); // 2. bfg effect // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here. for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain) if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self)) { // can we see fireball? traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e); if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway continue; // can we see player who shot fireball? traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e); if(trace_ent != self.realowner) if(/* trace_startsolid || */ trace_fraction != 1) continue; dist = vlen(self.origin - e.origin - e.view_ofs); points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius))); if(points <= 0) continue; dir = normalize(e.origin + e.view_ofs - self.origin); if(accuracy_isgooddamage(self.realowner, e)) accuracy_add(self.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points); Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir); Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1); } } remove(self); } void W_Fireball_TouchExplode(void) { PROJECTILE_TOUCH; W_Fireball_Explode(); } void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime) {SELFPARAM(); entity e; float d; vector p; if(damage <= 0) return; RandomSelection_Init(); for(e = WarpZone_FindRadius(self.origin, dist, true); e; e = e.chain) if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self)) { p = e.origin; p.x += e.mins.x + random() * (e.maxs.x - e.mins.x); p.y += e.mins.y + random() * (e.maxs.y - e.mins.y); p.z += e.mins.z + random() * (e.maxs.z - e.mins.z); d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p); if(d < dist) { e.fireball_impactvec = p; RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e)); } } if(RandomSelection_chosen_ent) { d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec); d = damage + (edgedamage - damage) * (d / dist); Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE); //trailparticles(self, particleeffectnum(EFFECT_FIREBALL_LASER), self.origin, RandomSelection_chosen_ent.fireball_impactvec); Send_Effect(EFFECT_FIREBALL_LASER, self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1); } } void W_Fireball_Think(void) {SELFPARAM(); if(time > self.pushltime) { self.cnt = 1; self.projectiledeathtype |= HITTYPE_SPLASH; W_Fireball_Explode(); return; } W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime)); self.nextthink = time + 0.1; } void W_Fireball_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) {SELFPARAM(); if(self.health <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; if(self.health <= 0) { self.cnt = 1; W_PrepareExplosionByDamage(attacker, W_Fireball_Explode); } } void W_Fireball_Attack1(void) {SELFPARAM(); entity proj; W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, W_Sound("fireball_fire2"), CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage)); Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = spawn(); proj.classname = "plasma_prim"; proj.owner = proj.realowner = self; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage); proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime); proj.use = W_Fireball_Explode; proj.think = W_Fireball_Think; proj.nextthink = time; proj.health = WEP_CVAR_PRI(fireball, health); proj.team = self.team; proj.event_damage = W_Fireball_Damage; proj.takedamage = DAMAGE_YES; proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_FIREBALL.m_id; setorigin(proj, w_shotorg); proj.movetype = MOVETYPE_FLY; W_SetupProjVelocity_PRI(proj, fireball); proj.angles = vectoangles(proj.velocity); proj.touch = W_Fireball_TouchExplode; setsize(proj, '-16 -16 -16', '16 16 16'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH | MIF_PROXY; CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true); MUTATOR_CALLHOOK(EditProjectile, self, proj); } void W_Fireball_AttackEffect(float i, vector f_diff) {SELFPARAM(); W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, "", 0, 0); w_shotorg += f_diff.x * v_up + f_diff.y * v_right; Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); } void W_Fireball_Attack1_Frame4(void) { W_Fireball_Attack1(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready); } void W_Fireball_Attack1_Frame3(void) { W_Fireball_AttackEffect(0, '+1.25 +3.75 0'); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4); } void W_Fireball_Attack1_Frame2(void) { W_Fireball_AttackEffect(0, '-1.25 +3.75 0'); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3); } void W_Fireball_Attack1_Frame1(void) { W_Fireball_AttackEffect(1, '+1.25 -3.75 0'); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2); } void W_Fireball_Attack1_Frame0(void) {SELFPARAM(); W_Fireball_AttackEffect(0, '-1.25 -3.75 0'); sound(self, CH_WEAPON_SINGLE, W_Sound("fireball_prefire2"), VOL_BASE, ATTEN_NORM); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1); } void W_Fireball_Firemine_Think(void) {SELFPARAM(); if(time > self.pushltime) { remove(self); return; } // make it "hot" once it leaves its owner if(self.owner) { if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius)) { self.cnt += 1; if(self.cnt == 3) self.owner = world; } else self.cnt = 0; } W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime)); self.nextthink = time + 0.1; } void W_Fireball_Firemine_Touch(void) {SELFPARAM(); PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM) if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0) { remove(self); return; } self.projectiledeathtype |= HITTYPE_BOUNCE; } void W_Fireball_Attack2(void) {SELFPARAM(); entity proj; vector f_diff; float c; c = self.bulletcounter % 4; switch(c) { case 0: f_diff = '-1.25 -3.75 0'; break; case 1: f_diff = '+1.25 -3.75 0'; break; case 2: f_diff = '-1.25 +3.75 0'; break; case 3: default: f_diff = '+1.25 +3.75 0'; break; } W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, W_Sound("fireball_fire"), CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage)); traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self); w_shotorg = trace_endpos; Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = spawn(); proj.owner = proj.realowner = self; proj.classname = "grenade"; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage); proj.movetype = MOVETYPE_BOUNCE; proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY; proj.touch = W_Fireball_Firemine_Touch; PROJECTILE_MAKETRIGGER(proj); setsize(proj, '-4 -4 -4', '4 4 4'); setorigin(proj, w_shotorg); proj.think = W_Fireball_Firemine_Think; proj.nextthink = time; proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale); proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime); W_SetupProjVelocity_UP_SEC(proj, fireball); proj.angles = vectoangles(proj.velocity); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC; CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true); MUTATOR_CALLHOOK(EditProjectile, self, proj); } bool W_Fireball(int req) {SELFPARAM(); switch(req) { case WR_AIM: { self.BUTTON_ATCK = false; self.BUTTON_ATCK2 = false; if(self.bot_primary_fireballmooth == 0) { if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) { self.BUTTON_ATCK = true; if(random() < 0.02) self.bot_primary_fireballmooth = 0; } } else { if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) { self.BUTTON_ATCK2 = true; if(random() < 0.01) self.bot_primary_fireballmooth = 1; } } return true; } case WR_THINK: { if(self.BUTTON_ATCK) { if(time >= self.fireball_primarytime) if(weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire))) { W_Fireball_Attack1_Frame0(); self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(); } } else if(self.BUTTON_ATCK2) { if(weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire))) { W_Fireball_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); } } return true; } case WR_INIT: { precache_sound(W_Sound("fireball_fire")); precache_sound(W_Sound("fireball_fire2")); precache_sound(W_Sound("fireball_prefire2")); FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); return true; } case WR_SETUP: { self.ammo_field = ammo_none; return true; } case WR_CHECKAMMO1: case WR_CHECKAMMO2: { return true; // fireball has infinite ammo } case WR_CONFIG: { FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); return true; } case WR_RESETPLAYER: { self.fireball_primarytime = time; return true; } case WR_SUICIDEMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_FIREBALL_SUICIDE_FIREMINE; else return WEAPON_FIREBALL_SUICIDE_BLAST; } case WR_KILLMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_FIREBALL_MURDER_FIREMINE; else return WEAPON_FIREBALL_MURDER_BLAST; } } return false; } #endif #ifdef CSQC bool W_Fireball(int req) {SELFPARAM(); switch(req) { case WR_IMPACTEFFECT: { vector org2; if(w_deathtype & HITTYPE_SECONDARY) { // firemine goes out silently } else { org2 = w_org + w_backoff * 16; pointparticles(particleeffectnum(EFFECT_FIREBALL_EXPLODE), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, W_Sound("fireball_impact2"), VOL_BASE, ATTEN_NORM * 0.25); // long range boom } return true; } case WR_INIT: { precache_sound(W_Sound("fireball_impact2")); return true; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return false; } } return false; } #endif #endif