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Merge branch 'master' into Mario/balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Fireball, Weapon)
3 /* ammotype  */ //ATTRIB(Fireball, ammo_field, .int, ammo_none)
4 /* impulse   */ ATTRIB(Fireball, impulse, int, 9)
5 /* flags     */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color     */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
8 /* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
13 /* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
14 /* wepimg    */ ATTRIB(Fireball, model2, string, "weaponfireball");
15 /* refname   */ ATTRIB(Fireball, netname, string, "fireball");
16 /* wepname   */ ATTRIB(Fireball, m_name, string, _("Fireball"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, animtime, float, BOTH) \
21                 P(class, prefix, bfgdamage, float, PRI) \
22                 P(class, prefix, bfgforce, float, PRI) \
23                 P(class, prefix, bfgradius, float, PRI) \
24                 P(class, prefix, damageforcescale, float, BOTH) \
25                 P(class, prefix, damagetime, float, SEC) \
26                 P(class, prefix, damage, float, BOTH) \
27                 P(class, prefix, edgedamage, float, PRI) \
28                 P(class, prefix, force, float, PRI) \
29                 P(class, prefix, health, float, PRI) \
30                 P(class, prefix, laserburntime, float, BOTH) \
31                 P(class, prefix, laserdamage, float, BOTH) \
32                 P(class, prefix, laseredgedamage, float, BOTH) \
33                 P(class, prefix, laserradius, float, BOTH) \
34                 P(class, prefix, lifetime, float, BOTH) \
35                 P(class, prefix, radius, float, PRI) \
36                 P(class, prefix, refire2, float, PRI) \
37                 P(class, prefix, refire, float, BOTH) \
38                 P(class, prefix, speed, float, BOTH) \
39                 P(class, prefix, speed_up, float, SEC) \
40                 P(class, prefix, speed_z, float, SEC) \
41                 P(class, prefix, spread, float, BOTH) \
42                 P(class, prefix, switchdelay_drop, float, NONE) \
43                 P(class, prefix, switchdelay_raise, float, NONE) \
44                 P(class, prefix, weaponreplace, string,NONE) \
45                 P(class, prefix, weaponstartoverride, float, NONE) \
46                 P(class, prefix, weaponstart, float, NONE) \
47                 P(class, prefix, weaponthrowable, float, NONE) \
48         END()
49         W_PROPS(X, Fireball, fireball)
50 #undef X
51
52 ENDCLASS(Fireball)
53 REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
54
55 #ifdef SVQC
56 .float bot_primary_fireballmooth; // whatever a mooth is
57 .vector fireball_impactvec;
58 .float fireball_primarytime;
59 #endif
60 #endif
61 #ifdef IMPLEMENTATION
62 #ifdef SVQC
63 spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
64
65 void W_Fireball_Explode(entity this, entity directhitentity)
66 {
67         entity e;
68         float dist;
69         float points;
70         vector dir;
71         float d;
72
73         this.event_damage = func_null;
74         this.takedamage = DAMAGE_NO;
75
76         // 1. dist damage
77         d = (this.realowner.health + this.realowner.armorvalue);
78         RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, directhitentity);
79         if(this.realowner.health + this.realowner.armorvalue >= d)
80         if(!this.cnt)
81         {
82                 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, this.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
83
84                 // 2. bfg effect
85                 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
86                 for(e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
87                 if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
88                 {
89                         // can we see fireball?
90                         traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e);
91                         if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
92                                 continue;
93                         // can we see player who shot fireball?
94                         traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
95                         if(trace_ent != this.realowner)
96                         if(/* trace_startsolid || */ trace_fraction != 1)
97                                 continue;
98                         dist = vlen(this.origin - e.origin - e.view_ofs);
99                         points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
100                         if(points <= 0)
101                                 continue;
102                         dir = normalize(e.origin + e.view_ofs - this.origin);
103
104                         if(accuracy_isgooddamage(this.realowner, e))
105                                 accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
106
107                         Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
108                         Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
109                 }
110         }
111
112         remove(this);
113 }
114
115 void W_Fireball_Explode_think(entity this)
116 {
117         W_Fireball_Explode(this, NULL);
118 }
119
120 void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
121 {
122         W_Fireball_Explode(this, trigger);
123 }
124
125 void W_Fireball_TouchExplode(entity this, entity toucher)
126 {
127         PROJECTILE_TOUCH(this, toucher);
128         W_Fireball_Explode(this, toucher);
129 }
130
131 void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
132 {
133         entity e;
134         float d;
135         vector p;
136
137         if(damage <= 0)
138                 return;
139
140         RandomSelection_Init();
141         for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
142         if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
143         {
144                 p = e.origin;
145                 p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
146                 p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
147                 p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
148                 d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
149                 if(d < dist)
150                 {
151                         e.fireball_impactvec = p;
152                         RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
153                 }
154         }
155         if(RandomSelection_chosen_ent)
156         {
157                 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
158                 d = damage + (edgedamage - damage) * (d / dist);
159                 Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype | HITTYPE_BOUNCE);
160                 //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
161                 Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
162         }
163 }
164
165 void W_Fireball_Think(entity this)
166 {
167         if(time > this.pushltime)
168         {
169                 this.cnt = 1;
170                 this.projectiledeathtype |= HITTYPE_SPLASH;
171                 W_Fireball_Explode(this, NULL);
172                 return;
173         }
174
175         W_Fireball_LaserPlay(this, 0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
176
177         this.nextthink = time + 0.1;
178 }
179
180 void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
181 {
182         if(this.health <= 0)
183                 return;
184
185         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
186                 return; // g_projectiles_damage says to halt
187
188         this.health = this.health - damage;
189         if(this.health <= 0)
190         {
191                 this.cnt = 1;
192                 W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
193         }
194 }
195
196 void W_Fireball_Attack1(entity actor)
197 {
198         entity proj;
199
200         W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
201
202         Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
203
204         proj = new(plasma_prim);
205         proj.owner = proj.realowner = actor;
206         proj.bot_dodge = true;
207         proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
208         proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
209         proj.use = W_Fireball_Explode_use;
210         setthink(proj, W_Fireball_Think);
211         proj.nextthink = time;
212         proj.health = WEP_CVAR_PRI(fireball, health);
213         proj.team = actor.team;
214         proj.event_damage = W_Fireball_Damage;
215         proj.takedamage = DAMAGE_YES;
216         proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
217         PROJECTILE_MAKETRIGGER(proj);
218         proj.projectiledeathtype = WEP_FIREBALL.m_id;
219         setorigin(proj, w_shotorg);
220
221         proj.movetype = MOVETYPE_FLY;
222         W_SetupProjVelocity_PRI(proj, fireball);
223         proj.angles = vectoangles(proj.velocity);
224         settouch(proj, W_Fireball_TouchExplode);
225         setsize(proj, '-16 -16 -16', '16 16 16');
226         proj.flags = FL_PROJECTILE;
227     proj.missile_flags = MIF_SPLASH | MIF_PROXY;
228
229         CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
230
231         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
232 }
233
234 void W_Fireball_AttackEffect(entity actor, float i, vector f_diff)
235 {
236         W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
237         w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
238         Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
239 }
240
241 void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
242 {
243         W_Fireball_Attack1(actor);
244         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
245 }
246
247 void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
248 {
249         W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0');
250         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
251 }
252
253 void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
254 {
255         W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0');
256         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
257 }
258
259 void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
260 {
261         W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0');
262         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
263 }
264
265 void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
266 {
267         W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0');
268         sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
269         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
270 }
271
272 void W_Fireball_Firemine_Think(entity this)
273 {
274         if(time > this.pushltime)
275         {
276                 remove(this);
277                 return;
278         }
279
280         // make it "hot" once it leaves its owner
281         if(this.owner)
282         {
283                 if(vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius)))
284                 {
285                         this.cnt += 1;
286                         if(this.cnt == 3)
287                                 this.owner = NULL;
288                 }
289                 else
290                         this.cnt = 0;
291         }
292
293         W_Fireball_LaserPlay(this, 0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
294
295         this.nextthink = time + 0.1;
296 }
297
298 void W_Fireball_Firemine_Touch(entity this, entity toucher)
299 {
300         PROJECTILE_TOUCH(this, toucher);
301         if(toucher.takedamage == DAMAGE_AIM)
302         if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
303         {
304                 remove(this);
305                 return;
306         }
307         this.projectiledeathtype |= HITTYPE_BOUNCE;
308 }
309
310 void W_Fireball_Attack2(entity actor)
311 {
312         entity proj;
313         vector f_diff;
314         float c;
315
316         c = actor.bulletcounter % 4;
317         switch(c)
318         {
319                 case 0:
320                         f_diff = '-1.25 -3.75 0';
321                         break;
322                 case 1:
323                         f_diff = '+1.25 -3.75 0';
324                         break;
325                 case 2:
326                         f_diff = '-1.25 +3.75 0';
327                         break;
328                 case 3:
329                 default:
330                         f_diff = '+1.25 +3.75 0';
331                         break;
332         }
333         W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
334         traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor);
335         w_shotorg = trace_endpos;
336
337         Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
338
339         proj = new(grenade);
340         proj.owner = proj.realowner = actor;
341         proj.bot_dodge = true;
342         proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
343         proj.movetype = MOVETYPE_BOUNCE;
344         proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY;
345         settouch(proj, W_Fireball_Firemine_Touch);
346         PROJECTILE_MAKETRIGGER(proj);
347         setsize(proj, '-4 -4 -4', '4 4 4');
348         setorigin(proj, w_shotorg);
349         setthink(proj, W_Fireball_Firemine_Think);
350         proj.nextthink = time;
351         proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
352         proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
353         W_SetupProjVelocity_UP_SEC(proj, fireball);
354
355         proj.angles = vectoangles(proj.velocity);
356         proj.flags = FL_PROJECTILE;
357     proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
358
359         CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
360
361         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
362 }
363
364 METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
365 {
366     PHYS_INPUT_BUTTON_ATCK(actor) = false;
367     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
368     if(actor.bot_primary_fireballmooth == 0)
369     {
370         if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
371         {
372             PHYS_INPUT_BUTTON_ATCK(actor) = true;
373             if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
374         }
375     }
376     else
377     {
378         if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
379         {
380             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
381             if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
382         }
383     }
384 }
385 METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
386 {
387     if(fire & 1)
388     {
389         if(time >= actor.fireball_primarytime)
390         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
391         {
392             W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
393             actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
394         }
395     }
396     else if(fire & 2)
397     {
398         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
399         {
400             W_Fireball_Attack2(actor);
401             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
402         }
403     }
404 }
405 METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
406 {
407     actor.ammo_field = ammo_none;
408 }
409 METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
410 {
411     return true; // infinite ammo
412 }
413 METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
414 {
415     return true; // fireball has infinite ammo
416 }
417 METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
418 {
419     actor.fireball_primarytime = time;
420 }
421 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
422 {
423     if(w_deathtype & HITTYPE_SECONDARY)
424         return WEAPON_FIREBALL_SUICIDE_FIREMINE;
425     else
426         return WEAPON_FIREBALL_SUICIDE_BLAST;
427 }
428 METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
429 {
430     if(w_deathtype & HITTYPE_SECONDARY)
431         return WEAPON_FIREBALL_MURDER_FIREMINE;
432     else
433         return WEAPON_FIREBALL_MURDER_BLAST;
434 }
435
436 #endif
437 #ifdef CSQC
438
439 METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
440 {
441     vector org2;
442     if(w_deathtype & HITTYPE_SECONDARY)
443     {
444         // firemine goes out silently
445     }
446     else
447     {
448         org2 = w_org + w_backoff * 16;
449         pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
450         if(!w_issilent)
451             sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
452     }
453 }
454
455 #endif
456 #endif