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Merge branch 'master' into Mario/headshots
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vaporizer.qc
1 #include "vaporizer.qh"
2
3 REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
4
5 #if defined(SVQC)
6 void SendCSQCVaporizerBeamParticle(entity player, int hit) {
7         vector v;
8         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
9         WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
10         WriteVector(MSG_BROADCAST, w_shotorg);
11         WriteVector(MSG_BROADCAST, v);
12         WriteByte(MSG_BROADCAST, hit);
13         WriteByte(MSG_BROADCAST, etof(player));
14         WriteByte(MSG_BROADCAST, player.team);
15 }
16 #elif defined(CSQC)
17 bool autocvar_cl_vaporizerbeam_particle = false;
18 float autocvar_cl_vaporizerbeam_lifetime = 0.8;
19 float autocvar_cl_vaporizerbeam_colorboost = 0.7;
20
21 string Draw_VaporizerBeam_trace_callback_tex;
22 float Draw_VaporizerBeam_trace_callback_rnd;
23 vector Draw_VaporizerBeam_trace_callback_rgb;
24 float Draw_VaporizerBeam_trace_callback_a;
25 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
26 {
27         float i;
28         vector vorg;
29         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
30         for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
31                 Draw_CylindricLine(hit, start, 8, Draw_VaporizerBeam_trace_callback_tex, 0.25, Draw_VaporizerBeam_trace_callback_rnd, Draw_VaporizerBeam_trace_callback_rgb, min(1, Draw_VaporizerBeam_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
32         Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
33 }
34
35 .vector vorg1, vorg2;
36 void VaporizerBeam_Draw(entity this)
37 {
38         //draw either the old v2.3 beam or the new beam
39         particles_alphamin = particles_alphamax = particles_fade = 1;
40
41         string tex = "particles/lgbeam";
42         if(this.cnt)
43                 tex = "particles/gauntletbeam";
44         vector rgb;
45         //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
46         //if (e == NULL)
47         //{
48                 rgb = colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true);
49                 //rgb = '1 1 1';
50         //}
51         //else
52         //      rgb = e.glowmod;
53         rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
54
55         float fail = (this.nextthink - time);
56
57         Draw_VaporizerBeam_trace_callback_tex = tex;
58         Draw_VaporizerBeam_trace_callback_rnd = 0;
59         Draw_VaporizerBeam_trace_callback_rgb = rgb;
60         Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
61         WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, NULL, NULL, Draw_VaporizerBeam_trace_callback);
62         Draw_VaporizerBeam_trace_callback_tex = string_null;
63
64         /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
65         if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
66                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
67         else
68                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
69 }
70
71 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
72 {
73         Net_Accept(vortex_beam);
74         setthink(this, SUB_Remove);
75         this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
76         this.draw = VaporizerBeam_Draw;
77         if (isNew) IL_PUSH(g_drawables, this);
78         this.drawmask = MASK_NORMAL;
79
80         this.vorg1 = ReadVector();
81         this.vorg2 = ReadVector();
82         this.cnt = ReadByte();
83         int myowner = ReadByte();
84         this.owner = playerslots[myowner - 1];
85         this.sv_entnum = myowner;
86         this.team = ReadByte() - 1;
87
88         //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
89
90         if(autocvar_cl_vaporizerbeam_particle)
91         {
92                 WarpZone_TrailParticles(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
93                 this.draw = func_null;
94                 this.drawmask = MASK_NORMAL;
95                 delete(this);
96         }
97
98         return true;
99 }
100 #endif
101
102 #ifdef SVQC
103
104 void W_RocketMinsta_Explosion(entity actor, .entity weaponentity, vector loc)
105 {
106         if(accuracy_canbegooddamage(actor))
107                 accuracy_add(actor, WEP_DEVASTATOR, autocvar_g_rm_damage, 0);
108         entity dmgent = spawn();
109         dmgent.owner = dmgent.realowner = actor;
110         setorigin(dmgent, loc);
111         RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, weaponentity, NULL);
112         delete(dmgent);
113 }
114
115 void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
116 {
117         bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
118         float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
119
120         W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage, thiswep.m_id);
121         // handle sound separately so we can change the volume
122         // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
123         sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
124
125         yoda = 0;
126         damage_goodhits = 0;
127         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, true, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, thiswep.m_id);
128
129         // do this now, as goodhits is disabled below
130         vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
131         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
132         SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
133
134         if(yoda && flying)
135                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
136         if(damage_goodhits && actor.vaporizer_lasthit)
137         {
138                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
139                 damage_goodhits = 0; // only every second time
140         }
141
142         actor.vaporizer_lasthit = damage_goodhits;
143
144         if(autocvar_g_rm)
145         if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
146                 W_RocketMinsta_Explosion(actor, weaponentity, trace_endpos);
147
148         W_DecreaseAmmo(thiswep, actor, ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity);
149 }
150
151 void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity)
152 {
153         if(directhitentity.takedamage == DAMAGE_AIM)
154                 if(IS_PLAYER(directhitentity))
155                         if(DIFF_TEAM(this.realowner, directhitentity))
156                                 if(!IS_DEAD(directhitentity))
157                                         if(IsFlying(directhitentity))
158                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
159
160         this.event_damage = func_null;
161         this.takedamage = DAMAGE_NO;
162         RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, this.weaponentity_fld, directhitentity);
163         delete(this);
164 }
165
166 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
167 {
168         W_RocketMinsta_Laser_Explode(this, trigger); // we probably don't want trigger used here, but this matches closest to old behaviour
169 }
170
171 void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
172 {
173         PROJECTILE_TOUCH(this, toucher);
174         //W_RocketMinsta_Laser_Explode ();
175         RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, this.weaponentity_fld, toucher);
176         delete(this);
177 }
178
179 void W_RocketMinsta_Attack2(entity actor, .entity weaponentity)
180 {
181         makevectors(actor.v_angle);
182
183         entity proj;
184         float counter = 0;
185         float total = autocvar_g_rm_laser_count;
186         float spread = autocvar_g_rm_laser_spread;
187         float rndspread = autocvar_g_rm_laser_spread_random;
188
189         W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
190
191         // uses electro effects
192         W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
193
194     while(counter < total)
195         {
196         proj = new(plasma_prim);
197         proj.owner = proj.realowner = actor;
198         proj.bot_dodge = true;
199         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
200         proj.use = W_RocketMinsta_Laser_Explode_use;
201         setthink(proj, adaptor_think2use_hittype_splash);
202         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
203         PROJECTILE_MAKETRIGGER(proj);
204         proj.projectiledeathtype = WEP_ELECTRO.m_id;
205         proj.weaponentity_fld = weaponentity;
206         setorigin(proj, w_shotorg);
207
208                 proj.rm_force = autocvar_g_rm_laser_force / total;
209                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
210                 proj.rm_edmg = proj.rm_damage;
211
212         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
213
214         set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
215         //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
216                 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
217                 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
218                 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
219         proj.angles = vectoangles(proj.velocity);
220         settouch(proj, W_RocketMinsta_Laser_Touch);
221         setsize(proj, '0 0 -3', '0 0 -3');
222         proj.flags = FL_PROJECTILE;
223         IL_PUSH(g_projectiles, proj);
224         IL_PUSH(g_bot_dodge, proj);
225         proj.missile_flags = MIF_SPLASH;
226
227         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
228
229         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
230         counter++;
231     }
232 }
233
234 void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity)
235 {
236         makevectors(actor.v_angle);
237
238         entity proj;
239         float counter = 0;
240         float total = 1;
241
242         W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
243
244         // uses electro effects
245         W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
246
247     while(counter < total)
248         {
249         proj = new(plasma_prim);
250         proj.owner = proj.realowner = actor;
251         proj.bot_dodge = true;
252         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
253         proj.use = W_RocketMinsta_Laser_Explode_use;
254         setthink(proj, adaptor_think2use_hittype_splash);
255         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
256         PROJECTILE_MAKETRIGGER(proj);
257         proj.projectiledeathtype = WEP_ELECTRO.m_id;
258         proj.weaponentity_fld = weaponentity;
259         setorigin(proj, w_shotorg);
260
261                 proj.rm_force = autocvar_g_rm_laser_force / total;
262                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
263                 proj.rm_edmg = proj.rm_damage;
264
265         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
266
267         set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
268                 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
269                 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
270         proj.angles = vectoangles(proj.velocity);
271         settouch(proj, W_RocketMinsta_Laser_Touch);
272         setsize(proj, '0 0 -3', '0 0 -3');
273         proj.flags = FL_PROJECTILE;
274         IL_PUSH(g_projectiles, proj);
275         IL_PUSH(g_bot_dodge, proj);
276         proj.missile_flags = MIF_SPLASH;
277
278         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
279
280         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
281         counter++;
282     }
283 }
284
285 METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
286 {
287     if((actor.items & IT_UNLIMITED_AMMO) || GetResource(actor, thiswep.ammo_type) > 0)
288         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false);
289     else
290         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
291 }
292 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
293 {
294     float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
295     // if the laser uses load, we also consider its ammo for reloading
296     if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
297         thiswep.wr_reload(thiswep, actor, weaponentity);
298     } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload
299         thiswep.wr_reload(thiswep, actor, weaponentity);
300     }
301     if((fire & 1) && (GetResource(actor, RES_CELLS) || !autocvar_g_rm) && !weaponLocked(actor))
302     {
303         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
304         {
305             W_Vaporizer_Attack(thiswep, actor, weaponentity);
306             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
307         }
308     }
309     if((fire & 2) || ((fire & 1) && !GetResource(actor, RES_CELLS) && autocvar_g_rm))
310     {
311         if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
312         {
313             bool rapid = autocvar_g_rm_laser_rapid;
314             if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).held_down)
315             {
316                 if(rapid)
317                     actor.(weaponentity).held_down = true;
318                 actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire;
319                 actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
320                 damage_goodhits = 0;
321                 W_RocketMinsta_Attack2(actor, weaponentity);
322             }
323             else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down)
324             {
325                 actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
326                 damage_goodhits = 0;
327                 W_RocketMinsta_Attack3(actor, weaponentity);
328                 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
329             }
330         }
331         else if (actor.(weaponentity).jump_interval <= time)
332         {
333             // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
334             actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
335
336             // decrease ammo for the laser?
337             if(WEP_CVAR_SEC(vaporizer, ammo))
338                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
339
340             BLASTER_SECONDARY_ATTACK(vaporizer, actor, weaponentity);
341
342             // now do normal refire
343             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
344         }
345     }
346     else
347         actor.(weaponentity).held_down = false;
348 }
349 METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
350 {
351     actor.vaporizer_lasthit = 0;
352 }
353 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
354 {
355     float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
356     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= vaporizer_ammo;
357     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= vaporizer_ammo;
358     return ammo_amount;
359 }
360 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
361 {
362     if(!WEP_CVAR_SEC(vaporizer, ammo))
363         return true;
364     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vaporizer, ammo);
365     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
366     return ammo_amount;
367 }
368 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
369 {
370     actor.vaporizer_lasthit = 0;
371 }
372 METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
373 {
374     float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
375     float used_ammo;
376     if(WEP_CVAR_SEC(vaporizer, ammo))
377         used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
378     else
379         used_ammo = vaporizer_ammo;
380
381     W_Reload(actor, weaponentity, used_ammo, SND_RELOAD);
382 }
383 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
384 {
385     return WEAPON_THINKING_WITH_PORTALS;
386 }
387 METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
388 {
389     return WEAPON_VAPORIZER_MURDER;
390 }
391
392 #endif
393 #ifdef CSQC
394
395 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
396 {
397     vector org2 = w_org + w_backoff * 6;
398     if(w_deathtype & HITTYPE_SECONDARY)
399     {
400         pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
401         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
402     }
403     else
404     {
405         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
406         if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
407     }
408 }
409 METHOD(Vaporizer, wr_init, void(entity thiswep))
410 {
411     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
412     {
413         precache_pic("gfx/reticle_nex");
414     }
415 }
416 METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor))
417 {
418     if(button_zoom || zoomscript_caught)
419     {
420         return true;
421     }
422     else
423     {
424         // no weapon specific image for this weapon
425         return false;
426     }
427 }
428
429 #endif