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WIP: electro: allow midair combos to only affect enemy orbs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
1 #include "electro.qh"
2
3 #ifdef SVQC
4
5 void W_Electro_TriggerCombo(vector org, float rad, entity own)
6 {
7         entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
8         while(e)
9         {
10                 if(e.classname == "electro_orb")
11                 {
12                         // do we allow thruwall triggering?
13                         if(WEP_CVAR(electro, combo_comboradius_thruwall))
14                         {
15                                 // if distance is greater than thruwall distance, check to make sure it's not through a wall
16                                 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
17                                 {
18                                         WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
19                                         if(trace_fraction != 1)
20                                         {
21                                                 // trigger is through a wall and outside of thruwall range, abort
22                                                 e = e.chain;
23                                                 continue;
24                                         }
25                                 }
26                         }
27
28                         // change owner to whoever caused the combo explosion
29                         e.realowner = own;
30                         e.takedamage = DAMAGE_NO;
31                         e.classname = "electro_orb_chain";
32
33                         // now set the next one to trigger as well
34                         setthink(e, W_Electro_ExplodeCombo);
35
36                         // delay combo chains, looks cooler
37                         e.nextthink =
38                                 (
39                                         time
40                                         +
41                                         (WEP_CVAR(electro, combo_speed) ?
42                                                 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
43                                                 :
44                                                 0
45                                         )
46                                 );
47                 }
48                 e = e.chain;
49         }
50 }
51
52 void W_Electro_ExplodeCombo(entity this)
53 {
54         W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
55
56         this.event_damage = func_null;
57
58         RadiusDamage(
59                 this,
60                 this.realowner,
61                 WEP_CVAR(electro, combo_damage),
62                 WEP_CVAR(electro, combo_edgedamage),
63                 WEP_CVAR(electro, combo_radius),
64                 NULL,
65                 NULL,
66                 WEP_CVAR(electro, combo_force),
67                 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
68                 this.weaponentity_fld,
69                 NULL
70         );
71
72         delete(this);
73 }
74
75 void W_Electro_Explode(entity this, entity directhitentity)
76 {
77         if(directhitentity.takedamage == DAMAGE_AIM)
78                 if(IS_PLAYER(directhitentity))
79                         if(DIFF_TEAM(this.realowner, directhitentity))
80                                 if(!IS_DEAD(directhitentity))
81                                         if(IsFlying(directhitentity))
82                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
83
84         this.event_damage = func_null;
85         this.takedamage = DAMAGE_NO;
86
87         if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
88         {
89                 RadiusDamage(
90                         this,
91                         this.realowner,
92                         WEP_CVAR_SEC(electro, damage),
93                         WEP_CVAR_SEC(electro, edgedamage),
94                         WEP_CVAR_SEC(electro, radius),
95                         NULL,
96                         NULL,
97                         WEP_CVAR_SEC(electro, force),
98                         this.projectiledeathtype,
99                         this.weaponentity_fld,
100                         directhitentity
101                 );
102         }
103         else
104         {
105                 W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
106                 RadiusDamage(
107                         this,
108                         this.realowner,
109                         WEP_CVAR_PRI(electro, damage),
110                         WEP_CVAR_PRI(electro, edgedamage),
111                         WEP_CVAR_PRI(electro, radius),
112                         NULL,
113                         NULL,
114                         WEP_CVAR_PRI(electro, force),
115                         this.projectiledeathtype,
116                         this.weaponentity_fld,
117                         directhitentity
118                 );
119         }
120
121         delete(this);
122 }
123
124 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
125 {
126         W_Electro_Explode(this, trigger);
127 }
128
129 void W_Electro_TouchExplode(entity this, entity toucher)
130 {
131         PROJECTILE_TOUCH(this, toucher);
132         W_Electro_Explode(this, toucher);
133 }
134
135
136 void sys_phys_update_single(entity this);
137
138 void W_Electro_Bolt_Think(entity this)
139 {
140         // sys_phys_update_single(this);
141         if(time >= this.ltime)
142         {
143                 this.use(this, NULL, NULL);
144                 return;
145         }
146
147         if(WEP_CVAR_PRI(electro, midaircombo_radius))
148         {
149                 float found = 0;
150                 entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
151
152                 // loop through nearby orbs and trigger them
153                 while(e)
154                 {
155                         if(e.classname == "electro_orb" && (WEP_CVAR_PRI(electro, midaircombo_own) || DIFF_TEAM(this.owner, e.owner)))
156                         {
157                                 // change owner to whoever caused the combo explosion
158                                 e.realowner = this.realowner;
159                                 e.takedamage = DAMAGE_NO;
160                                 e.classname = "electro_orb_chain";
161
162                                 // explode first orb immediately, other orbs will chain with delay
163                                 W_Electro_ExplodeCombo(e);
164
165                                 ++found;
166                         }
167                         e = e.chain;
168                 }
169
170                 // if we triggered an orb, should we explode? if not, lets try again next time
171                 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
172                         { this.use(this, NULL, NULL); }
173                 else
174                         { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
175         }
176         else { this.nextthink = this.ltime; }
177         // this.nextthink = time;
178 }
179
180 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
181 {
182         entity proj;
183
184         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity);
185
186         W_SetupShot_ProjectileSize(
187                 actor,
188                 weaponentity,
189                 '0 0 -3',
190                 '0 0 -3',
191                 false,
192                 2,
193                 SND_ELECTRO_FIRE,
194                 CH_WEAPON_A,
195                 WEP_CVAR_PRI(electro, damage),
196                 thiswep.m_id
197         );
198
199         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
200
201         proj = new(electro_bolt);
202         proj.owner = proj.realowner = actor;
203         proj.bot_dodge = true;
204         proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
205         proj.use = W_Electro_Explode_use;
206         setthink(proj, W_Electro_Bolt_Think);
207         proj.nextthink = time;
208         proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
209         PROJECTILE_MAKETRIGGER(proj);
210         proj.projectiledeathtype = thiswep.m_id;
211         proj.weaponentity_fld = weaponentity;
212         setorigin(proj, w_shotorg);
213
214         // if (IS_CSQC)
215         set_movetype(proj, MOVETYPE_FLY);
216         W_SetupProjVelocity_PRI(proj, electro);
217         proj.angles = vectoangles(proj.velocity);
218         settouch(proj, W_Electro_TouchExplode);
219         setsize(proj, '0 0 -3', '0 0 -3');
220         proj.flags = FL_PROJECTILE;
221         IL_PUSH(g_projectiles, proj);
222         IL_PUSH(g_bot_dodge, proj);
223         proj.missile_flags = MIF_SPLASH;
224
225         CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
226
227         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
228         // proj.com_phys_pos = proj.origin;
229         // proj.com_phys_vel = proj.velocity;
230 }
231
232 void W_Electro_Orb_Stick(entity this, entity to)
233 {
234         entity newproj = spawn();
235         newproj.classname = this.classname;
236
237         newproj.bot_dodge = this.bot_dodge;
238         newproj.bot_dodgerating = this.bot_dodgerating;
239
240         newproj.owner = this.owner;
241         newproj.realowner = this.realowner;
242         setsize(newproj, this.mins, this.maxs);
243         setorigin(newproj, this.origin);
244         setmodel(newproj, MDL_PROJECTILE_ELECTRO);
245         newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
246
247         newproj.takedamage = this.takedamage;
248         newproj.damageforcescale = this.damageforcescale;
249         SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH));
250         newproj.event_damage = this.event_damage;
251         newproj.spawnshieldtime = this.spawnshieldtime;
252         newproj.damagedbycontents = true;
253         IL_PUSH(g_damagedbycontents, newproj);
254
255         set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
256         newproj.projectiledeathtype = this.projectiledeathtype;
257         newproj.weaponentity_fld = this.weaponentity_fld;
258
259         settouch(newproj, func_null);
260         setthink(newproj, getthink(this));
261         newproj.nextthink = this.nextthink;
262         newproj.use = this.use;
263         newproj.flags = this.flags;
264         IL_PUSH(g_projectiles, newproj);
265         IL_PUSH(g_bot_dodge, newproj);
266
267         delete(this);
268
269         if(to)
270                 SetMovetypeFollow(newproj, to);
271 }
272
273 void W_Electro_Orb_Touch(entity this, entity toucher)
274 {
275         PROJECTILE_TOUCH(this, toucher);
276         if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(electro, touchexplode))
277                 { W_Electro_Explode(this, toucher); }
278         else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles!
279         {
280                 //UpdateCSQCProjectile(this);
281                 spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
282                 this.projectiledeathtype |= HITTYPE_BOUNCE;
283
284                 if(WEP_CVAR_SEC(electro, stick))
285                         W_Electro_Orb_Stick(this, toucher);
286         }
287 }
288
289 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
290 {
291         if(GetResource(this, RES_HEALTH) <= 0)
292                 return;
293
294         // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
295         float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
296
297         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
298                 return; // g_projectiles_damage says to halt
299
300         TakeResource(this, RES_HEALTH, damage);
301         if(GetResource(this, RES_HEALTH) <= 0)
302         {
303                 this.takedamage = DAMAGE_NO;
304                 this.nextthink = time;
305                 if(is_combo)
306                 {
307                         // change owner to whoever caused the combo explosion
308                         this.realowner = inflictor.realowner;
309                         this.classname = "electro_orb_chain";
310                         setthink(this, W_Electro_ExplodeCombo);
311                         this.nextthink = time +
312                                 (
313                                         // bound the length, inflictor may be in a galaxy far far away (warpzones)
314                                         min(
315                                                 WEP_CVAR(electro, combo_radius),
316                                                 vlen(this.origin - inflictor.origin)
317                                         )
318                                         /
319                                         // delay combo chains, looks cooler
320                                         WEP_CVAR(electro, combo_speed)
321                                 );
322                 }
323                 else
324                 {
325                         this.use = W_Electro_Explode_use;
326                         setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
327                 }
328         }
329 }
330
331 void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
332 {
333         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity);
334
335         W_SetupShot_ProjectileSize(
336                 actor,
337                 weaponentity,
338                 '-4 -4 -4',
339                 '4 4 4',
340                 false,
341                 2,
342                 SND_ELECTRO_FIRE2,
343                 CH_WEAPON_A,
344                 WEP_CVAR_SEC(electro, damage),
345                 thiswep.m_id | HITTYPE_SECONDARY
346         );
347
348         w_shotdir = v_forward; // no TrueAim for grenades please
349
350         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
351
352         entity proj = new(electro_orb);
353         proj.owner = proj.realowner = actor;
354         proj.use = W_Electro_Explode_use;
355         setthink(proj, adaptor_think2use_hittype_splash);
356         proj.bot_dodge = true;
357         proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
358         proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
359         PROJECTILE_MAKETRIGGER(proj);
360         proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
361         proj.weaponentity_fld = weaponentity;
362         setorigin(proj, w_shotorg);
363
364         //proj.glow_size = 50;
365         //proj.glow_color = 45;
366         set_movetype(proj, MOVETYPE_BOUNCE);
367         W_SetupProjVelocity_UP_SEC(proj, electro);
368         settouch(proj, W_Electro_Orb_Touch);
369         setsize(proj, '-4 -4 -4', '4 4 4');
370         proj.takedamage = DAMAGE_YES;
371         proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
372         SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_SEC(electro, health));
373         proj.event_damage = W_Electro_Orb_Damage;
374         proj.flags = FL_PROJECTILE;
375         IL_PUSH(g_projectiles, proj);
376         IL_PUSH(g_bot_dodge, proj);
377         proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
378         if(proj.damagedbycontents)
379                 IL_PUSH(g_damagedbycontents, proj);
380
381         proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
382         proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
383         proj.missile_flags = MIF_SPLASH | MIF_ARC;
384
385         CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
386
387         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
388 }
389
390 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
391 {
392         if(actor.(weaponentity).electro_count > 1)
393         if(PHYS_INPUT_BUTTON_ATCK2(actor))
394         if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
395         {
396                 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
397                 actor.(weaponentity).electro_count -= 1;
398                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
399                 return;
400         }
401         // WEAPONTODO: when the player releases the button, cut down the length of refire2?
402         w_ready(thiswep, actor, weaponentity, fire);
403 }
404
405 .float bot_secondary_electromooth;
406
407 METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
408 {
409     PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
410     if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
411     if(actor.bot_secondary_electromooth == 0)
412     {
413         float shoot;
414
415         if(WEP_CVAR_PRI(electro, speed))
416             shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
417         else
418             shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
419
420         if(shoot)
421         {
422             PHYS_INPUT_BUTTON_ATCK(actor) = true;
423             if(random() < 0.01) actor.bot_secondary_electromooth = 1;
424         }
425     }
426     else
427     {
428         if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
429         {
430             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
431             if(random() < 0.03) actor.bot_secondary_electromooth = 0;
432         }
433     }
434 }
435 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
436 {
437     if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
438     {
439         float ammo_amount = 0;
440         if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo))
441             ammo_amount = 1;
442         if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo))
443             ammo_amount += 1;
444
445         if(!ammo_amount)
446         {
447             thiswep.wr_reload(thiswep, actor, weaponentity);
448             return;
449         }
450     }
451
452     if(fire & 1)
453     {
454         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
455         {
456                 W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
457                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
458         }
459     }
460     else if(fire & 2)
461     {
462         if(time >= actor.(weaponentity).electro_secondarytime)
463         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
464         {
465             W_Electro_Attack_Orb(thiswep, actor, weaponentity);
466             actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
467             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
468             actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
469         }
470     }
471 }
472 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
473 {
474     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo);
475     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(electro, ammo);
476     return ammo_amount;
477 }
478 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
479 {
480     float ammo_amount;
481     if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
482     {
483         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
484         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
485     }
486     else
487     {
488         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo);
489         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo);
490     }
491     return ammo_amount;
492 }
493 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
494 {
495     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
496     {
497         .entity weaponentity = weaponentities[slot];
498         actor.(weaponentity).electro_secondarytime = time;
499     }
500 }
501 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
502 {
503     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
504 }
505 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
506 {
507     if(w_deathtype & HITTYPE_SECONDARY)
508         return WEAPON_ELECTRO_SUICIDE_ORBS;
509     else
510         return WEAPON_ELECTRO_SUICIDE_BOLT;
511 }
512 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
513 {
514     if(w_deathtype & HITTYPE_SECONDARY)
515     {
516         return WEAPON_ELECTRO_MURDER_ORBS;
517     }
518     else
519     {
520         if(w_deathtype & HITTYPE_BOUNCE)
521             return WEAPON_ELECTRO_MURDER_COMBO;
522         else
523             return WEAPON_ELECTRO_MURDER_BOLT;
524     }
525 }
526
527 #endif
528 #ifdef CSQC
529
530 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
531 {
532     vector org2;
533     org2 = w_org + w_backoff * 6;
534     if(w_deathtype & HITTYPE_SECONDARY)
535     {
536         pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
537         if(!w_issilent)
538             sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
539     }
540     else
541     {
542         if(w_deathtype & HITTYPE_BOUNCE)
543         {
544             // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
545             pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
546             if(!w_issilent)
547                 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
548         }
549         else
550         {
551             pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
552             if(!w_issilent)
553                 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
554         }
555     }
556 }
557
558 #endif