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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_rpc.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id      */ RPC,
4 /* function      */ W_RocketPropelledChainsaw,
5 /* ammotype      */ ammo_rockets,
6 /* impulse       */ 7,
7 /* flags         */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON,
8 /* rating        */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '0.5 0.5 0',
10 /* modelname */ "ok_rl",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairrocketlauncher 0.7",
13 /* wepimg    */ "weaponrpc",
14 /* refname   */ "rpc",
15 /* wepname       */ _("Rocket Propelled Chainsaw")
16 );
17
18 #define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
19 #define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, ammo) \
21         w_cvar(id, sn, NONE, animtime) \
22         w_cvar(id, sn, NONE, damage) \
23         w_cvar(id, sn, NONE, damage2) \
24         w_cvar(id, sn, NONE, damageforcescale) \
25         w_cvar(id, sn, NONE, edgedamage) \
26         w_cvar(id, sn, NONE, force) \
27         w_cvar(id, sn, NONE, health) \
28         w_cvar(id, sn, NONE, lifetime) \
29         w_cvar(id, sn, NONE, radius) \
30         w_cvar(id, sn, NONE, refire) \
31         w_cvar(id, sn, NONE, speed) \
32         w_cvar(id, sn, NONE, speedaccel) \
33         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
34         w_prop(id, sn, float,  reloading_time, reload_time) \
35         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
36         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
37         w_prop(id, sn, string, weaponreplace, weaponreplace) \
38         w_prop(id, sn, float,  weaponstart, weaponstart) \
39         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
40         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
41
42 #ifdef SVQC
43 RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
44 #endif
45 #endif
46 #ifdef IMPLEMENTATION
47 #ifdef SVQC
48 void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC.m_id); }
49
50 void W_RocketPropelledChainsaw_Explode()
51 {
52         self.event_damage = func_null;
53         self.takedamage = DAMAGE_NO;
54
55         RadiusDamage (self, self.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), world, world, WEP_CVAR(rpc, force), self.projectiledeathtype, other);
56
57         remove (self);
58 }
59
60 void W_RocketPropelledChainsaw_Touch (void)
61 {
62         if(WarpZone_Projectile_Touch())
63                 if(wasfreed(self))
64                         return;
65
66         W_RocketPropelledChainsaw_Explode();
67 }
68
69 void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
70 {
71         if (self.health <= 0)
72                 return;
73
74         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
75                 return; // g_projectiles_damage says to halt
76
77         self.health = self.health - damage;
78
79         if (self.health <= 0)
80                 W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
81 }
82
83 void W_RocketPropelledChainsaw_Think()
84 {
85         if(self.cnt <= time)
86         {
87                 remove(self);
88                 return;
89         }
90
91         self.cnt = vlen(self.velocity);
92         self.wait = self.cnt * sys_frametime;
93         self.pos1 = normalize(self.velocity);
94
95         tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self);
96         if(IS_PLAYER(trace_ent))
97                 Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force));
98
99         self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
100
101         UpdateCSQCProjectile(self);
102         self.nextthink = time;
103 }
104
105 void W_RocketPropelledChainsaw_Attack (void)
106 {
107         entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
108         entity flash = spawn ();
109
110         W_DecreaseAmmo(WEP_CVAR(rpc, ammo));
111         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(rpc, damage));
112         Send_Effect("rocketlauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
113         PROJECTILE_MAKETRIGGER(missile);
114
115         missile.owner = missile.realowner = self;
116         missile.bot_dodge = true;
117         missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
118
119         missile.takedamage = DAMAGE_YES;
120         missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
121         missile.health = WEP_CVAR(rpc, health);
122         missile.event_damage = W_RocketPropelledChainsaw_Damage;
123         missile.damagedbycontents = true;
124         missile.movetype = MOVETYPE_FLY;
125
126         missile.projectiledeathtype = WEP_RPC.m_id;
127         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
128
129         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
130         W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
131
132         missile.touch = W_RocketPropelledChainsaw_Touch;
133
134         missile.think = W_RocketPropelledChainsaw_Think;
135         missile.cnt = time + WEP_CVAR(rpc, lifetime);
136         missile.nextthink = time;
137         missile.flags = FL_PROJECTILE;
138
139         CSQCProjectile(missile, true, PROJECTILE_RPC, false);
140
141         setmodel(flash, "models/flash.md3"); // precision set below
142         SUB_SetFade (flash, time, 0.1);
143         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
144         W_AttachToShotorg(flash, '5 0 0');
145         missile.pos1 = missile.velocity;
146
147         MUTATOR_CALLHOOK(EditProjectile, self, missile);
148 }
149
150 bool W_RocketPropelledChainsaw(int req)
151 {
152         float ammo_amount = false;
153         switch(req)
154         {
155                 case WR_AIM:
156                 {
157                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
158                         return true;
159                 }
160                 case WR_THINK:
161                 {
162                         if(WEP_CVAR(rpc, reload_ammo) && self.clip_load < WEP_CVAR(rpc, ammo))
163                                 WEP_ACTION(self.weapon, WR_RELOAD);
164                         else
165                         {
166                                 if (self.BUTTON_ATCK)
167                                 {
168                                         if(weapon_prepareattack(0, WEP_CVAR(rpc, refire)))
169                                         {
170                                                 W_RocketPropelledChainsaw_Attack();
171                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
172                                         }
173                                 }
174
175                                 if (self.BUTTON_ATCK2)
176                                 {
177                                         // to-do
178                                 }
179                         }
180
181                         return true;
182                 }
183                 case WR_INIT:
184                 {
185                         precache_model ("models/flash.md3");
186                         precache_model("models/weapons/h_ok_rl.iqm");
187                         precache_model("models/weapons/v_ok_rl.md3");
188                         precache_model("models/weapons/g_ok_rl.md3");
189                         precache_sound ("weapons/rocket_fire.wav");
190                         RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
191                         return true;
192                 }
193                 case WR_CHECKAMMO1:
194                 {
195                         ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
196                         ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
197                         return ammo_amount;
198                 }
199                 case WR_CHECKAMMO2:
200                 {
201                         return false;
202                 }
203                 case WR_CONFIG:
204                 {
205                         RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
206                         return true;
207                 }
208                 case WR_RELOAD:
209                 {
210                         W_Reload(WEP_CVAR(rpc, ammo), "weapons/reload.wav");
211                         return true;
212                 }
213                 case WR_SUICIDEMESSAGE:
214                 {
215                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
216                                 return WEAPON_RPC_SUICIDE_SPLASH;
217                         else
218                                 return WEAPON_RPC_SUICIDE_DIRECT;
219                 }
220                 case WR_KILLMESSAGE:
221                 {
222                         if(w_deathtype & HITTYPE_SECONDARY)
223                                 return WEAPON_BLASTER_MURDER;
224                         else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
225                                 return WEAPON_RPC_MURDER_SPLASH;
226                         else
227                                 return WEAPON_RPC_MURDER_DIRECT;
228                 }
229         }
230
231         return false;
232 }
233 #endif
234
235 #ifdef CSQC
236 bool W_RocketPropelledChainsaw(int req)
237 {
238         switch(req)
239         {
240                 case WR_IMPACTEFFECT:
241                 {
242                         vector org2;
243                         org2 = w_org + w_backoff * 12;
244                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
245                         if(!w_issilent)
246                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
247
248                         return true;
249                 }
250                 case WR_INIT:
251                 {
252                         precache_sound("weapons/rocket_impact.wav");
253                         return true;
254                 }
255                 case WR_ZOOMRETICLE:
256                 {
257                         // no weapon specific image for this weapon
258                         return false;
259                 }
260         }
261
262         return false;
263 }
264 #endif
265 #endif