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Merge branch 'master' into Mario/intrusive
[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         set_movetype(proj, 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         IL_PUSH(g_projectiles, proj);
228     proj.missile_flags = MIF_SPLASH | MIF_PROXY;
229
230         CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
231
232         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
233 }
234
235 void W_Fireball_AttackEffect(entity actor, float i, vector f_diff)
236 {
237         W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
238         w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
239         Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
240 }
241
242 void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
243 {
244         W_Fireball_Attack1(actor);
245         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
246 }
247
248 void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
249 {
250         W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0');
251         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
252 }
253
254 void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
255 {
256         W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0');
257         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
258 }
259
260 void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
261 {
262         W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0');
263         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
264 }
265
266 void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
267 {
268         W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0');
269         sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
270         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
271 }
272
273 void W_Fireball_Firemine_Think(entity this)
274 {
275         if(time > this.pushltime)
276         {
277                 remove(this);
278                 return;
279         }
280
281         // make it "hot" once it leaves its owner
282         if(this.owner)
283         {
284                 if(vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius)))
285                 {
286                         this.cnt += 1;
287                         if(this.cnt == 3)
288                                 this.owner = NULL;
289                 }
290                 else
291                         this.cnt = 0;
292         }
293
294         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));
295
296         this.nextthink = time + 0.1;
297 }
298
299 void W_Fireball_Firemine_Touch(entity this, entity toucher)
300 {
301         PROJECTILE_TOUCH(this, toucher);
302         if(toucher.takedamage == DAMAGE_AIM)
303         if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
304         {
305                 remove(this);
306                 return;
307         }
308         this.projectiledeathtype |= HITTYPE_BOUNCE;
309 }
310
311 void W_Fireball_Attack2(entity actor)
312 {
313         entity proj;
314         vector f_diff;
315         float c;
316
317         c = actor.bulletcounter % 4;
318         switch(c)
319         {
320                 case 0:
321                         f_diff = '-1.25 -3.75 0';
322                         break;
323                 case 1:
324                         f_diff = '+1.25 -3.75 0';
325                         break;
326                 case 2:
327                         f_diff = '-1.25 +3.75 0';
328                         break;
329                 case 3:
330                 default:
331                         f_diff = '+1.25 +3.75 0';
332                         break;
333         }
334         W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
335         traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor);
336         w_shotorg = trace_endpos;
337
338         Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
339
340         proj = new(grenade);
341         proj.owner = proj.realowner = actor;
342         proj.bot_dodge = true;
343         proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
344         set_movetype(proj, MOVETYPE_BOUNCE);
345         proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY;
346         settouch(proj, W_Fireball_Firemine_Touch);
347         PROJECTILE_MAKETRIGGER(proj);
348         setsize(proj, '-4 -4 -4', '4 4 4');
349         setorigin(proj, w_shotorg);
350         setthink(proj, W_Fireball_Firemine_Think);
351         proj.nextthink = time;
352         proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
353         proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
354         W_SetupProjVelocity_UP_SEC(proj, fireball);
355
356         proj.angles = vectoangles(proj.velocity);
357         proj.flags = FL_PROJECTILE;
358         IL_PUSH(g_projectiles, proj);
359     proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
360
361         CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
362
363         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
364 }
365
366 METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
367 {
368     PHYS_INPUT_BUTTON_ATCK(actor) = false;
369     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
370     if(actor.bot_primary_fireballmooth == 0)
371     {
372         if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
373         {
374             PHYS_INPUT_BUTTON_ATCK(actor) = true;
375             if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
376         }
377     }
378     else
379     {
380         if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
381         {
382             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
383             if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
384         }
385     }
386 }
387 METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
388 {
389     if(fire & 1)
390     {
391         if(time >= actor.fireball_primarytime)
392         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
393         {
394             W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
395             actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
396         }
397     }
398     else if(fire & 2)
399     {
400         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
401         {
402             W_Fireball_Attack2(actor);
403             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
404         }
405     }
406 }
407 METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
408 {
409     actor.ammo_field = ammo_none;
410 }
411 METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
412 {
413     return true; // infinite ammo
414 }
415 METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
416 {
417     return true; // fireball has infinite ammo
418 }
419 METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
420 {
421     actor.fireball_primarytime = time;
422 }
423 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
424 {
425     if(w_deathtype & HITTYPE_SECONDARY)
426         return WEAPON_FIREBALL_SUICIDE_FIREMINE;
427     else
428         return WEAPON_FIREBALL_SUICIDE_BLAST;
429 }
430 METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
431 {
432     if(w_deathtype & HITTYPE_SECONDARY)
433         return WEAPON_FIREBALL_MURDER_FIREMINE;
434     else
435         return WEAPON_FIREBALL_MURDER_BLAST;
436 }
437
438 #endif
439 #ifdef CSQC
440
441 METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
442 {
443     vector org2;
444     if(w_deathtype & HITTYPE_SECONDARY)
445     {
446         // firemine goes out silently
447     }
448     else
449     {
450         org2 = w_org + w_backoff * 16;
451         pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
452         if(!w_issilent)
453             sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
454     }
455 }
456
457 #endif
458 #endif