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Add cvars to disable plasma exploding on player touch and change midair combo radius
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_electro.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ ELECTRO,
4 /* function */ W_Electro,
5 /* ammotype */ IT_CELLS,
6 /* impulse  */ 5,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "electro",
10 /* netname  */ "electro",
11 /* fullname */ _("Electro")
12 );
13
14 #define ELECTRO_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \
16         w_cvar(WEP_ELECTRO, electro, MO_BOTH, animtime) \
17         w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \
18         w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
19         w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
20         w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
21         w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
22         w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
23         w_cvar(WEP_ELECTRO, electro, MO_BOTH, spread) \
24         w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \
25         w_cvar(WEP_ELECTRO, electro, MO_PRI,  comboradius) \
26         w_cvar(WEP_ELECTRO, electro, MO_PRI,  midaircombo_interval) \
27         w_cvar(WEP_ELECTRO, electro, MO_PRI,  midaircombo_radius) \
28         w_cvar(WEP_ELECTRO, electro, MO_SEC,  bouncefactor) \
29         w_cvar(WEP_ELECTRO, electro, MO_SEC,  bouncestop) \
30         w_cvar(WEP_ELECTRO, electro, MO_SEC,  count) \
31         w_cvar(WEP_ELECTRO, electro, MO_SEC,  damageforcescale) \
32         w_cvar(WEP_ELECTRO, electro, MO_SEC,  damagedbycontents) \
33         w_cvar(WEP_ELECTRO, electro, MO_SEC,  takedamageexplode) \
34         w_cvar(WEP_ELECTRO, electro, MO_SEC,  health) \
35         w_cvar(WEP_ELECTRO, electro, MO_SEC,  refire2) \
36         w_cvar(WEP_ELECTRO, electro, MO_SEC,  speed_up) \
37         w_cvar(WEP_ELECTRO, electro, MO_SEC,  speed_z) \
38         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
39         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
40         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
41         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
42         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
43         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
44         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
45         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
46         w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
47         w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
48         w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
49         w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
50
51 #ifdef SVQC
52 ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
53 .float electro_count;
54 .float electro_secondarytime;
55 void W_Plasma_Explode_Combo(void);
56 #endif
57 #else
58 #ifdef SVQC
59 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
60
61 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
62 {
63         entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
64         while(e)
65         {
66                 if(e.classname == "plasma")
67                 {
68                         // change owner to whoever caused the combo explosion
69                         WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
70
71                         if(
72                                 (trace_fraction == 1)
73                                 ||
74                                 (WEP_CVAR(electro, combo_comboradius_thruwall) >= vlen(e.WarpZone_findradius_dist))
75                         )
76                         {
77                                 e.realowner = own;
78                                 e.takedamage = DAMAGE_NO;
79                                 e.classname = "plasma_chain";
80                                 e.think = W_Plasma_Explode_Combo;
81                                 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed); // delay combo chains, looks cooler
82                         }
83                 }
84                 e = e.chain;
85         }
86 }
87
88 void W_Plasma_Explode(void)
89 {
90         if(other.takedamage == DAMAGE_AIM)
91                 if(IS_PLAYER(other))
92                         if(DIFF_TEAM(self.realowner, other))
93                                 if(other.deadflag == DEAD_NO)
94                                         if(IsFlying(other))
95                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
96
97         self.event_damage = func_null;
98         self.takedamage = DAMAGE_NO;
99         
100         if(self.movetype == MOVETYPE_BOUNCE)
101         {
102                 RadiusDamage(
103                         self,
104                         self.realowner,
105                         WEP_CVAR_SEC(electro, damage),
106                         WEP_CVAR_SEC(electro, edgedamage),
107                         WEP_CVAR_SEC(electro, radius),
108                         world,
109                         world,
110                         WEP_CVAR_SEC(electro, force),
111                         self.projectiledeathtype,
112                         other
113                 );
114         }
115         else
116         {
117                 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
118                 RadiusDamage(
119                         self,
120                         self.realowner,
121                         WEP_CVAR_PRI(electro, damage),
122                         WEP_CVAR_PRI(electro, edgedamage),
123                         WEP_CVAR_PRI(electro, radius),
124                         world,
125                         world,
126                         WEP_CVAR_PRI(electro, force),
127                         self.projectiledeathtype,
128                         other
129                 );
130         }
131
132         remove(self);
133 }
134
135 void W_Plasma_Explode_Combo(void)
136 {
137         W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
138
139         self.event_damage = func_null;
140         
141         RadiusDamage(
142                 self,
143                 self.realowner,
144                 WEP_CVAR(electro, combo_damage),
145                 WEP_CVAR(electro, combo_edgedamage),
146                 WEP_CVAR(electro, combo_radius),
147                 world,
148                 world,
149                 WEP_CVAR(electro, combo_force),
150                 WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
151                 world
152         );
153
154         remove (self);
155 }
156
157 void W_Plasma_Touch(void)
158 {
159         PROJECTILE_TOUCH;
160         if(other.takedamage == DAMAGE_AIM)
161                 { if(WEP_CVAR_SEC(electro, takedamageexplode)) { W_Plasma_Explode(); } }
162         else
163         {
164                 //UpdateCSQCProjectile(self);
165                 spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
166                 self.projectiledeathtype |= HITTYPE_BOUNCE;
167         }
168 }
169
170 void W_Plasma_TouchExplode(void)
171 {
172         PROJECTILE_TOUCH;
173         W_Plasma_Explode();
174 }
175
176 void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
177 {
178         if(self.health <= 0)
179                 return;
180
181         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
182         float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
183
184         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
185                 return; // g_projectiles_damage says to halt
186
187         self.health = self.health - damage;
188         if(self.health <= 0)
189         {
190                 self.takedamage = DAMAGE_NO;
191                 self.nextthink = time;
192                 if(is_combo)
193                 {
194                         // change owner to whoever caused the combo explosion
195                         self.realowner = inflictor.realowner;
196                         self.classname = "plasma_chain";
197                         self.think = W_Plasma_Explode_Combo;
198                         self.nextthink = time +
199                                 (
200                                         // bound the length, inflictor may be in a galaxy far far away (warpzones)
201                                         min(
202                                                 WEP_CVAR(electro, combo_radius),
203                                                 vlen(self.origin - inflictor.origin)
204                                         )
205                                         /
206                                         // delay combo chains, looks cooler
207                                         WEP_CVAR(electro, combo_speed)
208                                 );
209                 }
210                 else
211                 {
212                         self.use = W_Plasma_Explode;
213                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
214                 }
215         }
216 }
217
218 void W_Plasma_Think()
219 {
220         self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime);
221         
222         if(time >= self.ltime)
223         {
224                 self.use();
225                 return;
226         }
227         
228         W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), self.realowner);
229 }
230
231 void W_Electro_Attack_Bolt(void)
232 {
233         entity proj;
234
235         W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
236
237         W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
238
239         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
240
241         proj = spawn ();
242         proj.classname = "plasma_prim";
243         proj.owner = proj.realowner = self;
244         proj.bot_dodge = TRUE;
245         proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
246         proj.use = W_Plasma_Explode;
247         proj.think = W_Plasma_Think;
248         proj.nextthink = time;
249         proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
250         PROJECTILE_MAKETRIGGER(proj);
251         proj.projectiledeathtype = WEP_ELECTRO;
252         setorigin(proj, w_shotorg);
253
254         proj.movetype = MOVETYPE_FLY;
255         WEP_SETUPPROJVELOCITY_PRI(proj, electro);
256         proj.angles = vectoangles(proj.velocity);
257         proj.touch = W_Plasma_TouchExplode;
258         setsize(proj, '0 0 -3', '0 0 -3');
259         proj.flags = FL_PROJECTILE;
260         proj.missile_flags = MIF_SPLASH;
261
262         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
263
264         other = proj; MUTATOR_CALLHOOK(EditProjectile);
265 }
266
267 void W_Electro_Attack_Orbs(void)
268 {
269         W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
270
271         W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
272
273         w_shotdir = v_forward; // no TrueAim for grenades please
274
275         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
276
277         entity proj = spawn();
278         proj.classname = "plasma";
279         proj.owner = proj.realowner = self;
280         proj.use = W_Plasma_Explode;
281         proj.think = adaptor_think2use_hittype_splash;
282         proj.bot_dodge = TRUE;
283         proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
284         proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
285         PROJECTILE_MAKETRIGGER(proj);
286         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
287         setorigin(proj, w_shotorg);
288
289         //proj.glow_size = 50;
290         //proj.glow_color = 45;
291         proj.movetype = MOVETYPE_BOUNCE;
292         WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro);
293         proj.touch = W_Plasma_Touch;
294         setsize(proj, '0 0 -4', '0 0 -4');
295         proj.takedamage = DAMAGE_YES;
296         proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
297         proj.health = WEP_CVAR_SEC(electro, health);
298         proj.event_damage = W_Plasma_Damage;
299         proj.flags = FL_PROJECTILE;
300         proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
301
302         proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
303         proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
304         proj.missile_flags = MIF_SPLASH | MIF_ARC;
305
306 #if 0
307         entity p2;
308         p2 = spawn();
309         copyentity(proj, p2);
310         setmodel(p2, "models/ebomb.mdl");
311         setsize(p2, proj.mins, proj.maxs);
312 #endif
313
314         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
315
316         other = proj; MUTATOR_CALLHOOK(EditProjectile);
317 }
318
319 void W_Electro_CheckAttack()
320 {
321         if(self.electro_count > 1)
322         if(self.BUTTON_ATCK2)
323         if(weapon_prepareattack(1, -1))
324         {
325                 W_Electro_Attack_Orbs();
326                 self.electro_count -= 1;
327                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
328                 return;
329         }
330         w_ready();
331 }
332
333 .float bot_secondary_electromooth;
334 float W_Electro(float req)
335 {
336         float ammo_amount;
337         switch(req)
338         {
339                 case WR_AIM:
340                 {
341                         self.BUTTON_ATCK = self.BUTTON_ATCK2 = FALSE;
342                         if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
343                         if(self.bot_secondary_electromooth == 0)
344                         {
345                                 float shoot;
346
347                                 if(WEP_CVAR_PRI(electro, speed))
348                                         shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE);
349                                 else
350                                         shoot = bot_aim(1000000, 0, 0.001, FALSE);
351
352                                 if(shoot)
353                                 {
354                                         self.BUTTON_ATCK = TRUE;
355                                         if(random() < 0.01) self.bot_secondary_electromooth = 1;
356                                 }
357                         }
358                         else
359                         {
360                                 if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), TRUE))
361                                 {
362                                         self.BUTTON_ATCK2 = TRUE;
363                                         if(random() < 0.03) self.bot_secondary_electromooth = 0;
364                                 }
365                         }
366                         
367                         return TRUE;
368                 }
369                 case WR_THINK:
370                 {
371                         if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
372                         {
373                                 ammo_amount = 0;
374                                 if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
375                                         ammo_amount = 1;
376                                 if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
377                                         ammo_amount += 1;
378
379                                 if(!ammo_amount)
380                                 {
381                                         WEP_ACTION(self.weapon, WR_RELOAD);
382                                         return FALSE;
383                                 }
384                                 
385                                 return TRUE;
386                         }
387                         
388                         if(self.BUTTON_ATCK)
389                         {
390                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
391                                 {
392                                                 W_Electro_Attack_Bolt();
393                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
394                                 }
395                         }
396                         else if(self.BUTTON_ATCK2)
397                         {
398                                 if(time >= self.electro_secondarytime)
399                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
400                                 {
401                                         W_Electro_Attack_Orbs();
402                                         self.electro_count = WEP_CVAR_SEC(electro, count);
403                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
404                                         self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
405                                 }
406                         }
407
408                         return TRUE;
409                 }
410                 case WR_INIT:
411                 {
412                         precache_model("models/weapons/g_electro.md3");
413                         precache_model("models/weapons/v_electro.md3");
414                         precache_model("models/weapons/h_electro.iqm");
415                         precache_sound("weapons/electro_bounce.wav");
416                         precache_sound("weapons/electro_fire.wav");
417                         precache_sound("weapons/electro_fire2.wav");
418                         precache_sound("weapons/electro_impact.wav");
419                         precache_sound("weapons/electro_impact_combo.wav");
420                         ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
421                         return TRUE;
422                 }
423                 case WR_SETUP:
424                 {
425                         self.current_ammo = ammo_cells;
426                         return TRUE;
427                 }
428                 case WR_CHECKAMMO1:
429                 {
430                         ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, ammo);
431                         ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
432                         return ammo_amount;
433                 }
434                 case WR_CHECKAMMO2:
435                 {
436                         if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
437                         {
438                                 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
439                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
440                         }
441                         else
442                         {
443                                 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo);
444                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
445                         }
446                         return ammo_amount;
447                 }
448                 case WR_CONFIG:
449                 {
450                         ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
451                         return TRUE;
452                 }
453                 case WR_RESETPLAYER:
454                 {
455                         self.electro_secondarytime = time;
456                         return TRUE;
457                 }
458                 case WR_RELOAD:
459                 {
460                         W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
461                         return TRUE;
462                 }
463                 case WR_SUICIDEMESSAGE:
464                 {
465                         if(w_deathtype & HITTYPE_SECONDARY)
466                                 return WEAPON_ELECTRO_SUICIDE_ORBS;
467                         else
468                                 return WEAPON_ELECTRO_SUICIDE_BOLT;
469                 }
470                 case WR_KILLMESSAGE:
471                 {
472                         if(w_deathtype & HITTYPE_SECONDARY)
473                         {
474                                 return WEAPON_ELECTRO_MURDER_ORBS;
475                         }
476                         else
477                         {
478                                 if(w_deathtype & HITTYPE_BOUNCE)
479                                         return WEAPON_ELECTRO_MURDER_COMBO;
480                                 else
481                                         return WEAPON_ELECTRO_MURDER_BOLT;
482                         }
483                 }
484         }
485         return TRUE;
486 }
487 #endif
488 #ifdef CSQC
489 float W_Electro(float req)
490 {
491         switch(req)
492         {
493                 case WR_IMPACTEFFECT:
494                 {
495                         vector org2;
496                         org2 = w_org + w_backoff * 6;
497                         if(w_deathtype & HITTYPE_SECONDARY)
498                         {
499                                 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
500                                 if(!w_issilent)
501                                         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
502                         }
503                         else
504                         {
505                                 if(w_deathtype & HITTYPE_BOUNCE)
506                                 {
507                                         // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
508                                         pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
509                                         if(!w_issilent)
510                                                 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
511                                 }
512                                 else
513                                 {
514                                         pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
515                                         if(!w_issilent)
516                                                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
517                                 }
518                         }
519                         
520                         return TRUE;
521                 }
522                 case WR_INIT:
523                 {
524                         precache_sound("weapons/electro_impact.wav");
525                         precache_sound("weapons/electro_impact_combo.wav");
526                         return TRUE;
527                 }
528         }
529         return TRUE;
530 }
531 #endif
532 #endif