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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_mortar.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ GRENADE_LAUNCHER,
4 /* function */ w_glauncher,
5 /* ammotype */ IT_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 /* model    */ "gl",
10 /* netname  */ "grenadelauncher",
11 /* fullname */ _("Mortar")
12 );
13
14 #define MORTAR_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_MORTAR, mortar, MO_BOTH, ammo) \
16         w_cvar(WEP_MORTAR, mortar, MO_BOTH, animtime) \
17         w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncefactor) \
18         w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncestop) \
19         w_cvar(WEP_MORTAR, mortar, MO_BOTH, damage) \
20         w_cvar(WEP_MORTAR, mortar, MO_BOTH, damageforcescale) \
21         w_cvar(WEP_MORTAR, mortar, MO_BOTH, edgedamage) \
22         w_cvar(WEP_MORTAR, mortar, MO_BOTH, force) \
23         w_cvar(WEP_MORTAR, mortar, MO_BOTH, health) \
24         w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime) \
25         w_cvar(WEP_MORTAR, mortar, MO_SEC,  lifetime_bounce) \
26         w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime_stick) \
27         w_cvar(WEP_MORTAR, mortar, MO_BOTH, radius) \
28         w_cvar(WEP_MORTAR, mortar, MO_BOTH, refire) \
29         w_cvar(WEP_MORTAR, mortar, MO_PRI,  remote_minbouncecnt) \
30         w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed) \
31         w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_up) \
32         w_cvar(WEP_MORTAR, mortar, MO_BOTH, type) \
33         w_prop(WEP_MORTAR, mortar, reloading_ammo, reload_ammo) \
34         w_prop(WEP_MORTAR, mortar, reloading_time, reload_time) \
35         w_prop(WEP_MORTAR, mortar, switchdelay_raise, switchdelay_raise) \
36         w_prop(WEP_MORTAR, mortar, switchdelay_drop, switchdelay_drop)
37
38 #ifdef SVQC
39 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
40 .float gl_detonate_later;
41 .float gl_bouncecnt;
42 #endif
43 #else
44 #ifdef SVQC
45
46 void W_Grenade_Explode (void)
47 {
48         if(other.takedamage == DAMAGE_AIM)
49                 if(IS_PLAYER(other))
50                         if(DIFF_TEAM(self.realowner, other))
51                                 if(other.deadflag == DEAD_NO)
52                                         if(IsFlying(other))
53                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
54
55         self.event_damage = func_null;
56         self.takedamage = DAMAGE_NO;
57
58         if(self.movetype == MOVETYPE_NONE)
59                 self.velocity = self.oldvelocity;
60
61         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);
62
63         remove (self);
64 }
65
66 void W_Grenade_Explode2 (void)
67 {
68         if(other.takedamage == DAMAGE_AIM)
69                 if(IS_PLAYER(other))
70                         if(DIFF_TEAM(self.realowner, other))
71                                 if(other.deadflag == DEAD_NO)
72                                         if(IsFlying(other))
73                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
74
75         self.event_damage = func_null;
76         self.takedamage = DAMAGE_NO;
77
78         if(self.movetype == MOVETYPE_NONE)
79                 self.velocity = self.oldvelocity;
80
81         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);
82
83         remove (self);
84 }
85
86 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
87 {
88         if (self.health <= 0)
89                 return;
90                 
91         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
92                 return; // g_projectiles_damage says to halt
93                 
94         self.health = self.health - damage;
95         
96         if (self.health <= 0)
97                 W_PrepareExplosionByDamage(attacker, self.use);
98 }
99
100 void W_Grenade_Think1 (void)
101 {
102         self.nextthink = time;
103         if (time > self.cnt)
104         {
105                 other = world;
106                 self.projectiledeathtype |= HITTYPE_BOUNCE;
107                 W_Grenade_Explode ();
108                 return;
109         }
110         if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
111                 W_Grenade_Explode();
112 }
113
114 void W_Grenade_Touch1 (void)
115 {
116         PROJECTILE_TOUCH;
117         if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
118         {
119                 self.use ();
120         }
121         else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
122         {
123                 float r;
124                 r = random() * 6;
125                 if(r < 1)
126                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
127                 else if(r < 2)
128                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
129                 else if(r < 3)
130                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
131                 else if(r < 4)
132                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
133                 else if(r < 5)
134                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
135                 else
136                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
137                 self.projectiledeathtype |= HITTYPE_BOUNCE;
138                 self.gl_bouncecnt += 1;
139         }
140         else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
141         {
142                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
143
144                 // let it stick whereever it is
145                 self.oldvelocity = self.velocity;
146                 self.velocity = '0 0 0';
147                 self.movetype = MOVETYPE_NONE; // also disables gravity
148                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
149                 UpdateCSQCProjectile(self);
150
151                 // do not respond to any more touches
152                 self.solid = SOLID_NOT;
153
154                 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
155         }
156 }
157
158 void W_Grenade_Touch2 (void)
159 {
160         PROJECTILE_TOUCH;
161         if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
162         {
163                 self.use ();
164         }
165         else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
166         {
167                 float r;
168                 r = random() * 6;
169                 if(r < 1)
170                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
171                 else if(r < 2)
172                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
173                 else if(r < 3)
174                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
175                 else if(r < 4)
176                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
177                 else if(r < 5)
178                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
179                 else
180                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
181                 self.projectiledeathtype |= HITTYPE_BOUNCE;
182                 self.gl_bouncecnt += 1;
183                 
184                 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
185                         self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
186                         
187         }
188         else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
189         {
190                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
191
192                 // let it stick whereever it is
193                 self.oldvelocity = self.velocity;
194                 self.velocity = '0 0 0';
195                 self.movetype = MOVETYPE_NONE; // also disables gravity
196                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
197                 UpdateCSQCProjectile(self);
198
199                 // do not respond to any more touches
200                 self.solid = SOLID_NOT;
201
202                 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
203         }
204 }
205
206 void W_Grenade_Attack (void)
207 {
208         entity gren;
209
210         W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
211
212         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
213         w_shotdir = v_forward; // no TrueAim for grenades please
214
215         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
216
217         gren = spawn ();
218         gren.owner = gren.realowner = self;
219         gren.classname = "grenade";
220         gren.bot_dodge = TRUE;
221         gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
222         gren.movetype = MOVETYPE_BOUNCE;
223         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
224         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
225         PROJECTILE_MAKETRIGGER(gren);
226         gren.projectiledeathtype = WEP_MORTAR;
227         setorigin(gren, w_shotorg);
228         setsize(gren, '-3 -3 -3', '3 3 3');
229
230         gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
231         gren.nextthink = time;
232         gren.think = W_Grenade_Think1;
233         gren.use = W_Grenade_Explode;
234         gren.touch = W_Grenade_Touch1;
235
236         gren.takedamage = DAMAGE_YES;
237         gren.health = WEP_CVAR_PRI(mortar, health);
238         gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
239         gren.event_damage = W_Grenade_Damage;
240         gren.damagedbycontents = TRUE;
241         gren.missile_flags = MIF_SPLASH | MIF_ARC;
242         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_primary); // WEAPONTODO
243
244         gren.angles = vectoangles (gren.velocity);
245         gren.flags = FL_PROJECTILE;
246
247         if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
248                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
249         else
250                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
251
252         other = gren; MUTATOR_CALLHOOK(EditProjectile);
253 }
254
255 void W_Grenade_Attack2 (void)
256 {
257         entity gren;
258
259         W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
260
261         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
262         w_shotdir = v_forward; // no TrueAim for grenades please
263
264         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
265
266         gren = spawn ();
267         gren.owner = gren.realowner = self;
268         gren.classname = "grenade";
269         gren.bot_dodge = TRUE;
270         gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
271         gren.movetype = MOVETYPE_BOUNCE;
272         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
273         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
274         PROJECTILE_MAKETRIGGER(gren);
275         gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
276         setorigin(gren, w_shotorg);
277         setsize(gren, '-3 -3 -3', '3 3 3');
278
279         gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
280         gren.think = adaptor_think2use_hittype_splash;
281         gren.use = W_Grenade_Explode2;
282         gren.touch = W_Grenade_Touch2;
283
284         gren.takedamage = DAMAGE_YES;
285         gren.health = WEP_CVAR_SEC(mortar, health);
286         gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
287         gren.event_damage = W_Grenade_Damage;
288         gren.damagedbycontents = TRUE;
289         gren.missile_flags = MIF_SPLASH | MIF_ARC;
290         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_secondary); // WEAPONTODO
291
292         gren.angles = vectoangles (gren.velocity);
293         gren.flags = FL_PROJECTILE;
294
295         if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
296                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
297         else
298                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
299
300         other = gren; MUTATOR_CALLHOOK(EditProjectile);
301 }
302
303 void spawnfunc_weapon_grenadelauncher (void)
304 {
305         weapon_defaultspawnfunc(WEP_MORTAR);
306 }
307
308 .float bot_secondary_grenademooth;
309 float w_glauncher(float req)
310 {
311         entity nade;
312         float nadefound;
313         float ammo_amount;
314         switch(req)
315         {
316                 case WR_AIM:
317                 {
318                         self.BUTTON_ATCK = FALSE;
319                         self.BUTTON_ATCK2 = FALSE;
320                         if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
321                         {
322                                 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
323                                 {
324                                         self.BUTTON_ATCK = TRUE;
325                                         if(random() < 0.01) self.bot_secondary_grenademooth = 1;
326                                 }
327                         }
328                         else
329                         {
330                                 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
331                                 {
332                                         self.BUTTON_ATCK2 = TRUE;
333                                         if(random() < 0.02) self.bot_secondary_grenademooth = 0;
334                                 }
335                         }
336                         
337                         return TRUE;
338                 }
339                 /*case WR_CALCINFO:
340                 {
341                         wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
342                         wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
343                         wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
344
345                         // for the range calculation, closer to 1 is better
346                         wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
347                         wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, 
348                         
349                         wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
350                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
351                         
352                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
353                         wepinfo_ter_dps = 0;
354                         */
355                 case WR_THINK:
356                 {
357                         if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
358                                 WEP_ACTION(self.weapon, WR_RELOAD);
359                         else if (self.BUTTON_ATCK)
360                         {
361                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
362                                 {
363                                         W_Grenade_Attack();
364                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
365                                 }
366                         }
367                         else if (self.BUTTON_ATCK2)
368                         {
369                                 if (cvar("g_balance_mortar_secondary_remote_detonateprimary"))
370                                 {
371                                         nadefound = 0;
372                                         for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
373                                         {
374                                                 if(!nade.gl_detonate_later)
375                                                 {
376                                                         nade.gl_detonate_later = TRUE;
377                                                         nadefound = 1;
378                                                 }
379                                         }
380                                         if(nadefound)
381                                                 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
382                                 }
383                                 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
384                                 {
385                                         W_Grenade_Attack2();
386                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
387                                 }
388                         }
389                         
390                         return TRUE;
391                 }
392                 case WR_INIT:
393                 {
394                         precache_model ("models/weapons/g_gl.md3");
395                         precache_model ("models/weapons/v_gl.md3");
396                         precache_model ("models/weapons/h_gl.iqm");
397                         precache_sound ("weapons/grenade_bounce1.wav");
398                         precache_sound ("weapons/grenade_bounce2.wav");
399                         precache_sound ("weapons/grenade_bounce3.wav");
400                         precache_sound ("weapons/grenade_bounce4.wav");
401                         precache_sound ("weapons/grenade_bounce5.wav");
402                         precache_sound ("weapons/grenade_bounce6.wav");
403                         precache_sound ("weapons/grenade_stick.wav");
404                         precache_sound ("weapons/grenade_fire.wav");
405                         MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
406                         return TRUE;
407                 }
408                 case WR_SETUP:
409                 {
410                         self.current_ammo = ammo_rockets;
411                         return TRUE;
412                 }
413                 case WR_CHECKAMMO1:
414                 {
415                         ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
416                         ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
417                         return ammo_amount;
418                 }
419                 case WR_CHECKAMMO2:
420                 {
421                         ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
422                         ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
423                         return ammo_amount;
424                 }
425                 case WR_CONFIG:
426                 {
427                         MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
428                         return TRUE;
429                 }
430                 case WR_RELOAD:
431                 {
432                         W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
433                         return TRUE;
434                 }
435                 case WR_SUICIDEMESSAGE:
436                 {
437                         if(w_deathtype & HITTYPE_SECONDARY)
438                                 return WEAPON_MORTAR_SUICIDE_BOUNCE;
439                         else
440                                 return WEAPON_MORTAR_SUICIDE_EXPLODE;
441                 }
442                 case WR_KILLMESSAGE:
443                 {
444                         if(w_deathtype & HITTYPE_SECONDARY)
445                                 return WEAPON_MORTAR_MURDER_BOUNCE;
446                         else
447                                 return WEAPON_MORTAR_MURDER_EXPLODE;
448                 }
449         }
450         return TRUE;
451 }
452 #endif
453 #ifdef CSQC
454 float w_glauncher(float req)
455 {
456         switch(req)
457         {
458                 case WR_IMPACTEFFECT:
459                 {
460                         vector org2;
461                         org2 = w_org + w_backoff * 12;
462                         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
463                         if(!w_issilent)
464                                 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
465                                 
466                         return TRUE;
467                 }
468                 case WR_INIT:
469                 {
470                         precache_sound("weapons/grenade_impact.wav");
471                         return TRUE;
472                 }
473         }
474         return TRUE;
475 }
476 #endif
477 #endif