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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_mortar.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ MORTAR,
4 /* function  */ W_Mortar,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 4,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* color     */ '1 0 0',
10 /* modelname */ "gl",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
13 /* wepimg    */ "weapongrenadelauncher",
14 /* refname   */ "mortar",
15 /* wepname   */ _("Mortar")
16 );
17
18 #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
19 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, BOTH, ammo) \
21         w_cvar(id, sn, BOTH, animtime) \
22         w_cvar(id, sn, NONE, bouncefactor) \
23         w_cvar(id, sn, NONE, bouncestop) \
24         w_cvar(id, sn, BOTH, damage) \
25         w_cvar(id, sn, BOTH, damageforcescale) \
26         w_cvar(id, sn, BOTH, edgedamage) \
27         w_cvar(id, sn, BOTH, force) \
28         w_cvar(id, sn, BOTH, health) \
29         w_cvar(id, sn, BOTH, lifetime) \
30         w_cvar(id, sn, SEC,  lifetime_bounce) \
31         w_cvar(id, sn, BOTH, lifetime_stick) \
32         w_cvar(id, sn, BOTH, radius) \
33         w_cvar(id, sn, BOTH, refire) \
34         w_cvar(id, sn, SEC,  remote_detonateprimary) \
35         w_cvar(id, sn, PRI,  remote_minbouncecnt) \
36         w_cvar(id, sn, BOTH, speed) \
37         w_cvar(id, sn, BOTH, speed_up) \
38         w_cvar(id, sn, BOTH, speed_z) \
39         w_cvar(id, sn, BOTH, spread) \
40         w_cvar(id, sn, BOTH, type) \
41         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
42         w_prop(id, sn, float,  reloading_time, reload_time) \
43         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
44         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
45         w_prop(id, sn, string, weaponreplace, weaponreplace) \
46         w_prop(id, sn, float,  weaponstart, weaponstart) \
47         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
48         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
49
50 #ifdef SVQC
51 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
52 .float gl_detonate_later;
53 .float gl_bouncecnt;
54 #endif
55 #endif
56 #ifdef IMPLEMENTATION
57 #ifdef SVQC
58
59 void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
60 void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
61
62 void W_Mortar_Grenade_Explode(void)
63 {
64         if(other.takedamage == DAMAGE_AIM)
65                 if(IS_PLAYER(other))
66                         if(DIFF_TEAM(self.realowner, other))
67                                 if(other.deadflag == DEAD_NO)
68                                         if(IsFlying(other))
69                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
70
71         self.event_damage = func_null;
72         self.takedamage = DAMAGE_NO;
73
74         if(self.movetype == MOVETYPE_NONE)
75                 self.velocity = self.oldvelocity;
76
77         RadiusDamage(self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
78
79         remove(self);
80 }
81
82 void W_Mortar_Grenade_Explode2(void)
83 {
84         if(other.takedamage == DAMAGE_AIM)
85                 if(IS_PLAYER(other))
86                         if(DIFF_TEAM(self.realowner, other))
87                                 if(other.deadflag == DEAD_NO)
88                                         if(IsFlying(other))
89                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
90
91         self.event_damage = func_null;
92         self.takedamage = DAMAGE_NO;
93
94         if(self.movetype == MOVETYPE_NONE)
95                 self.velocity = self.oldvelocity;
96
97         RadiusDamage(self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
98
99         remove(self);
100 }
101
102
103 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
104 {
105         if(self.health <= 0)
106                 return;
107
108         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
109                 return; // g_projectiles_damage says to halt
110
111         self.health = self.health - damage;
112
113         if(self.health <= 0)
114                 W_PrepareExplosionByDamage(attacker, self.use);
115 }
116
117 void W_Mortar_Grenade_Think1(void)
118 {
119         self.nextthink = time;
120         if(time > self.cnt)
121         {
122                 other = world;
123                 self.projectiledeathtype |= HITTYPE_BOUNCE;
124                 W_Mortar_Grenade_Explode();
125                 return;
126         }
127         if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
128                 W_Mortar_Grenade_Explode();
129 }
130
131 void W_Mortar_Grenade_Touch1(void)
132 {
133         PROJECTILE_TOUCH;
134         if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
135         {
136                 self.use();
137         }
138         else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
139         {
140                 float r;
141                 r = random() * 6;
142                 if(r < 1)
143                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
144                 else if(r < 2)
145                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
146                 else if(r < 3)
147                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
148                 else if(r < 4)
149                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
150                 else if(r < 5)
151                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
152                 else
153                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
154                 Send_Effect("hagar_bounce", self.origin, self.velocity, 1);
155                 self.projectiledeathtype |= HITTYPE_BOUNCE;
156                 self.gl_bouncecnt += 1;
157         }
158         else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
159         {
160                 spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
161
162                 // let it stick whereever it is
163                 self.oldvelocity = self.velocity;
164                 self.velocity = '0 0 0';
165                 self.movetype = MOVETYPE_NONE; // also disables gravity
166                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
167                 UpdateCSQCProjectile(self);
168
169                 // do not respond to any more touches
170                 self.solid = SOLID_NOT;
171
172                 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
173         }
174 }
175
176 void W_Mortar_Grenade_Touch2(void)
177 {
178         PROJECTILE_TOUCH;
179         if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
180         {
181                 self.use();
182         }
183         else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
184         {
185                 float r;
186                 r = random() * 6;
187                 if(r < 1)
188                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
189                 else if(r < 2)
190                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
191                 else if(r < 3)
192                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
193                 else if(r < 4)
194                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
195                 else if(r < 5)
196                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
197                 else
198                         spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
199                 Send_Effect("hagar_bounce", self.origin, self.velocity, 1);
200                 self.projectiledeathtype |= HITTYPE_BOUNCE;
201                 self.gl_bouncecnt += 1;
202
203                 if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
204                         self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
205
206         }
207         else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
208         {
209                 spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
210
211                 // let it stick whereever it is
212                 self.oldvelocity = self.velocity;
213                 self.velocity = '0 0 0';
214                 self.movetype = MOVETYPE_NONE; // also disables gravity
215                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
216                 UpdateCSQCProjectile(self);
217
218                 // do not respond to any more touches
219                 self.solid = SOLID_NOT;
220
221                 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
222         }
223 }
224
225 void W_Mortar_Attack(void)
226 {
227         entity gren;
228
229         W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
230
231         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
232         w_shotdir = v_forward; // no TrueAim for grenades please
233
234         Send_Effect("grenadelauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
235
236         gren = spawn();
237         gren.owner = gren.realowner = self;
238         gren.classname = "grenade";
239         gren.bot_dodge = true;
240         gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
241         gren.movetype = MOVETYPE_BOUNCE;
242         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
243         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
244         PROJECTILE_MAKETRIGGER(gren);
245         gren.projectiledeathtype = WEP_MORTAR.m_id;
246         setorigin(gren, w_shotorg);
247         setsize(gren, '-3 -3 -3', '3 3 3');
248
249         gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
250         gren.nextthink = time;
251         gren.think = W_Mortar_Grenade_Think1;
252         gren.use = W_Mortar_Grenade_Explode;
253         gren.touch = W_Mortar_Grenade_Touch1;
254
255         gren.takedamage = DAMAGE_YES;
256         gren.health = WEP_CVAR_PRI(mortar, health);
257         gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
258         gren.event_damage = W_Mortar_Grenade_Damage;
259         gren.damagedbycontents = true;
260         gren.missile_flags = MIF_SPLASH | MIF_ARC;
261         W_SetupProjVelocity_UP_PRI(gren, mortar);
262
263         gren.angles = vectoangles(gren.velocity);
264         gren.flags = FL_PROJECTILE;
265
266         if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
267                 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
268         else
269                 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
270
271         MUTATOR_CALLHOOK(EditProjectile, self, gren);
272 }
273
274 void W_Mortar_Attack2(void)
275 {
276         entity gren;
277
278         W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
279
280         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
281         w_shotdir = v_forward; // no TrueAim for grenades please
282
283         Send_Effect("grenadelauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
284
285         gren = spawn();
286         gren.owner = gren.realowner = self;
287         gren.classname = "grenade";
288         gren.bot_dodge = true;
289         gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
290         gren.movetype = MOVETYPE_BOUNCE;
291         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
292         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
293         PROJECTILE_MAKETRIGGER(gren);
294         gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
295         setorigin(gren, w_shotorg);
296         setsize(gren, '-3 -3 -3', '3 3 3');
297
298         gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
299         gren.think = adaptor_think2use_hittype_splash;
300         gren.use = W_Mortar_Grenade_Explode2;
301         gren.touch = W_Mortar_Grenade_Touch2;
302
303         gren.takedamage = DAMAGE_YES;
304         gren.health = WEP_CVAR_SEC(mortar, health);
305         gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
306         gren.event_damage = W_Mortar_Grenade_Damage;
307         gren.damagedbycontents = true;
308         gren.missile_flags = MIF_SPLASH | MIF_ARC;
309         W_SetupProjVelocity_UP_SEC(gren, mortar);
310
311         gren.angles = vectoangles(gren.velocity);
312         gren.flags = FL_PROJECTILE;
313
314         if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
315                 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
316         else
317                 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
318
319         MUTATOR_CALLHOOK(EditProjectile, self, gren);
320 }
321
322 .float bot_secondary_grenademooth;
323 bool W_Mortar(int req)
324 {
325         entity nade;
326         float nadefound;
327         float ammo_amount;
328         switch(req)
329         {
330                 case WR_AIM:
331                 {
332                         self.BUTTON_ATCK = false;
333                         self.BUTTON_ATCK2 = false;
334                         if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
335                         {
336                                 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
337                                 {
338                                         self.BUTTON_ATCK = true;
339                                         if(random() < 0.01) self.bot_secondary_grenademooth = 1;
340                                 }
341                         }
342                         else
343                         {
344                                 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
345                                 {
346                                         self.BUTTON_ATCK2 = true;
347                                         if(random() < 0.02) self.bot_secondary_grenademooth = 0;
348                                 }
349                         }
350
351                         return true;
352                 }
353                 /*case WR_CALCINFO:
354                 {
355                         wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
356                         wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
357                         wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
358
359                         // for the range calculation, closer to 1 is better
360                         wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
361                         wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
362
363                         wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
364                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
365
366                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
367                         wepinfo_ter_dps = 0;
368                         */
369                 case WR_THINK:
370                 {
371                         if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
372                                 WEP_ACTION(self.weapon, WR_RELOAD);
373                         else if(self.BUTTON_ATCK)
374                         {
375                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
376                                 {
377                                         W_Mortar_Attack();
378                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
379                                 }
380                         }
381                         else if(self.BUTTON_ATCK2)
382                         {
383                                 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
384                                 {
385                                         nadefound = 0;
386                                         for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
387                                         {
388                                                 if(!nade.gl_detonate_later)
389                                                 {
390                                                         nade.gl_detonate_later = true;
391                                                         nadefound = 1;
392                                                 }
393                                         }
394                                         if(nadefound)
395                                                 sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
396                                 }
397                                 else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
398                                 {
399                                         W_Mortar_Attack2();
400                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
401                                 }
402                         }
403
404                         return true;
405                 }
406                 case WR_INIT:
407                 {
408                         precache_model("models/weapons/g_gl.md3");
409                         precache_model("models/weapons/v_gl.md3");
410                         precache_model("models/weapons/h_gl.iqm");
411                         precache_sound("weapons/grenade_bounce1.wav");
412                         precache_sound("weapons/grenade_bounce2.wav");
413                         precache_sound("weapons/grenade_bounce3.wav");
414                         precache_sound("weapons/grenade_bounce4.wav");
415                         precache_sound("weapons/grenade_bounce5.wav");
416                         precache_sound("weapons/grenade_bounce6.wav");
417                         precache_sound("weapons/grenade_stick.wav");
418                         precache_sound("weapons/grenade_fire.wav");
419                         MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
420                         return true;
421                 }
422                 case WR_CHECKAMMO1:
423                 {
424                         ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
425                         ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
426                         return ammo_amount;
427                 }
428                 case WR_CHECKAMMO2:
429                 {
430                         ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
431                         ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
432                         return ammo_amount;
433                 }
434                 case WR_CONFIG:
435                 {
436                         MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
437                         return true;
438                 }
439                 case WR_RELOAD:
440                 {
441                         W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
442                         return true;
443                 }
444                 case WR_SUICIDEMESSAGE:
445                 {
446                         if(w_deathtype & HITTYPE_SECONDARY)
447                                 return WEAPON_MORTAR_SUICIDE_BOUNCE;
448                         else
449                                 return WEAPON_MORTAR_SUICIDE_EXPLODE;
450                 }
451                 case WR_KILLMESSAGE:
452                 {
453                         if(w_deathtype & HITTYPE_SECONDARY)
454                                 return WEAPON_MORTAR_MURDER_BOUNCE;
455                         else
456                                 return WEAPON_MORTAR_MURDER_EXPLODE;
457                 }
458         }
459         return false;
460 }
461 #endif
462 #ifdef CSQC
463 bool W_Mortar(int req)
464 {
465         switch(req)
466         {
467                 case WR_IMPACTEFFECT:
468                 {
469                         vector org2;
470                         org2 = w_org + w_backoff * 12;
471                         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
472                         if(!w_issilent)
473                                 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
474
475                         return true;
476                 }
477                 case WR_INIT:
478                 {
479                         precache_sound("weapons/grenade_impact.wav");
480                         return true;
481                 }
482                 case WR_ZOOMRETICLE:
483                 {
484                         // no weapon specific image for this weapon
485                         return false;
486                 }
487         }
488         return false;
489 }
490 #endif
491 #endif