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Merge branch 'master' into terencehill/tooltips_cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vaporizer.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ VAPORIZER,
4 /* function  */ W_Vaporizer,
5 /* ammotype  */ ammo_cells,
6 /* impulse   */ 7,
7 /* flags     */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '0.5 1 1',
10 /* modelname */ "minstanex",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairminstanex 0.6",
13 /* wepimg    */ "weaponminstanex",
14 /* refname   */ "vaporizer",
15 /* wepname   */ _("Vaporizer")
16 );
17
18 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
19 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, PRI, ammo) \
21         w_cvar(id, sn, PRI, animtime) \
22         w_cvar(id, sn, PRI, damage) \
23         w_cvar(id, sn, PRI, refire) \
24         w_cvar(id, sn, SEC, ammo) \
25         w_cvar(id, sn, SEC, animtime) \
26         w_cvar(id, sn, SEC, damage) \
27         w_cvar(id, sn, SEC, delay) \
28         w_cvar(id, sn, SEC, edgedamage) \
29         w_cvar(id, sn, SEC, force) \
30         w_cvar(id, sn, SEC, lifetime) \
31         w_cvar(id, sn, SEC, radius) \
32         w_cvar(id, sn, SEC, refire) \
33         w_cvar(id, sn, SEC, shotangle) \
34         w_cvar(id, sn, SEC, speed) \
35         w_cvar(id, sn, SEC, spread) \
36         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
37         w_prop(id, sn, float,  reloading_time, reload_time) \
38         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
39         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
40         w_prop(id, sn, string, weaponreplace, weaponreplace) \
41         w_prop(id, sn, float,  weaponstart, weaponstart) \
42         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
43         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
44
45 #ifdef SVQC
46 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 .float vaporizer_lasthit;
48 .float jump_interval;
49 .float jump_interval2;
50 .bool held_down;
51 .float rm_force;
52 .float rm_damage;
53 .float rm_edmg;
54 #endif
55 #endif
56 #ifdef IMPLEMENTATION
57 #ifdef SVQC
58 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); }
59 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
60
61 void W_RocketMinsta_Explosion(vector loc)
62 {SELFPARAM();
63         if(accuracy_canbegooddamage(self))
64                 accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
65         entity dmgent = spawn();
66         dmgent.owner = dmgent.realowner = self;
67         setorigin(dmgent, loc);
68         RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
69         remove(dmgent);
70 }
71
72 void W_Vaporizer_Attack(void)
73 {SELFPARAM();
74         bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
75         float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
76
77         W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
78         // handle sound separately so we can change the volume
79         // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
80         sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
81
82         yoda = 0;
83         damage_goodhits = 0;
84         FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
85
86         if(yoda && flying)
87                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
88         if(damage_goodhits && self.vaporizer_lasthit)
89         {
90                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
91                 damage_goodhits = 0; // only every second time
92         }
93
94         self.vaporizer_lasthit = damage_goodhits;
95
96         Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
97
98         // teamcolor / hit beam effect
99         vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
100         Send_Effect((damage_goodhits ? EFFECT_VAPORIZER_HIT(self.team) : EFFECT_VAPORIZER(self.team)), w_shotorg, v, 1);
101
102         if(autocvar_g_rm)
103         if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
104                 W_RocketMinsta_Explosion(trace_endpos);
105
106         W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
107 }
108
109 void W_RocketMinsta_Laser_Explode (void)
110 {SELFPARAM();
111         if(other.takedamage == DAMAGE_AIM)
112                 if(IS_PLAYER(other))
113                         if(DIFF_TEAM(self.realowner, other))
114                                 if(other.deadflag == DEAD_NO)
115                                         if(IsFlying(other))
116                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
117
118         self.event_damage = func_null;
119         self.takedamage = DAMAGE_NO;
120         RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
121         remove(self);
122 }
123
124 void W_RocketMinsta_Laser_Touch (void)
125 {SELFPARAM();
126         PROJECTILE_TOUCH;
127         //W_RocketMinsta_Laser_Explode ();
128         RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
129         remove(self);
130 }
131
132 void W_RocketMinsta_Attack2(void)
133 {SELFPARAM();
134         makevectors(self.v_angle);
135
136         entity proj;
137         float counter = 0;
138         float total = autocvar_g_rm_laser_count;
139         float spread = autocvar_g_rm_laser_spread;
140         float rndspread = autocvar_g_rm_laser_spread_random;
141
142         float w = self.weapon;
143         self.weapon = WEP_ELECTRO.m_id;
144         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
145         self.weapon = w;
146
147         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
148
149     while(counter < total)
150         {
151         proj = spawn ();
152         proj.classname = "plasma_prim";
153         proj.owner = proj.realowner = self;
154         proj.bot_dodge = true;
155         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
156         proj.use = W_RocketMinsta_Laser_Explode;
157         proj.think = adaptor_think2use_hittype_splash;
158         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
159         PROJECTILE_MAKETRIGGER(proj);
160         proj.projectiledeathtype = WEP_ELECTRO.m_id;
161         setorigin(proj, w_shotorg);
162
163                 proj.rm_force = autocvar_g_rm_laser_force / total;
164                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
165                 proj.rm_edmg = proj.rm_damage;
166
167         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
168
169         proj.movetype = MOVETYPE_BOUNCEMISSILE;
170         //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
171                 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
172                 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
173                 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
174         proj.angles = vectoangles(proj.velocity);
175         proj.touch = W_RocketMinsta_Laser_Touch;
176         setsize(proj, '0 0 -3', '0 0 -3');
177         proj.flags = FL_PROJECTILE;
178         proj.missile_flags = MIF_SPLASH;
179
180         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
181
182         MUTATOR_CALLHOOK(EditProjectile, self, proj);
183         counter++;
184     }
185 }
186
187 void W_RocketMinsta_Attack3 (void)
188 {SELFPARAM();
189         makevectors(self.v_angle);
190
191         entity proj;
192         float counter = 0;
193         float total = 1;
194
195         int w = self.weapon;
196         self.weapon = WEP_ELECTRO.m_id;
197         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
198         self.weapon = w;
199
200         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
201
202     while(counter < total)
203         {
204         proj = spawn ();
205         proj.classname = "plasma_prim";
206         proj.owner = proj.realowner = self;
207         proj.bot_dodge = true;
208         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
209         proj.use = W_RocketMinsta_Laser_Explode;
210         proj.think = adaptor_think2use_hittype_splash;
211         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
212         PROJECTILE_MAKETRIGGER(proj);
213         proj.projectiledeathtype = WEP_ELECTRO.m_id;
214         setorigin(proj, w_shotorg);
215
216                 proj.rm_force = autocvar_g_rm_laser_force / total;
217                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
218                 proj.rm_edmg = proj.rm_damage;
219
220         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
221
222         proj.movetype = MOVETYPE_BOUNCEMISSILE;
223                 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
224                 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
225         proj.angles = vectoangles(proj.velocity);
226         proj.touch = W_RocketMinsta_Laser_Touch;
227         setsize(proj, '0 0 -3', '0 0 -3');
228         proj.flags = FL_PROJECTILE;
229         proj.missile_flags = MIF_SPLASH;
230
231         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
232
233         MUTATOR_CALLHOOK(EditProjectile, self, proj);
234         counter++;
235     }
236 }
237
238 float W_Vaporizer(float req)
239 {SELFPARAM();
240         float ammo_amount;
241         float vaporizer_ammo;
242         float rapid = autocvar_g_rm_laser_rapid;
243
244         // now multiple WR_s use this
245         vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
246
247         switch(req)
248         {
249                 case WR_AIM:
250                 {
251                         if(self.WEP_AMMO(VAPORIZER) > 0)
252                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
253                         else
254                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
255
256                         return true;
257                 }
258                 case WR_THINK:
259                 {
260                         // if the laser uses load, we also consider its ammo for reloading
261                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
262                                 WEP_ACTION(self.weapon, WR_RELOAD);
263                         else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
264                                 WEP_ACTION(self.weapon, WR_RELOAD);
265                         if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
266                         {
267                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
268                                 {
269                                         W_Vaporizer_Attack();
270                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
271                                 }
272                         }
273                         if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm))
274                         {
275                                 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
276                                 {
277                                         if(self.jump_interval <= time && !self.held_down)
278                                         {
279                                                 if(rapid)
280                                                         self.held_down = true;
281                                                 self.jump_interval = time + autocvar_g_rm_laser_refire;
282                                                 self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
283                                                 damage_goodhits = 0;
284                                                 W_RocketMinsta_Attack2();
285                                         }
286                                         else if(rapid && self.jump_interval2 <= time && self.held_down)
287                                         {
288                                                 self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
289                                                 damage_goodhits = 0;
290                                                 W_RocketMinsta_Attack3();
291                                                 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
292                                         }
293                                 }
294                                 else if (self.jump_interval <= time)
295                                 {
296                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
297                                         self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
298
299                                         // decrease ammo for the laser?
300                                         if(WEP_CVAR_SEC(vaporizer, ammo))
301                                                 W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
302
303                                         // ugly instagib hack to reuse the fire mode of the laser
304                                         makevectors(self.v_angle);
305                                         int oldwep = self.weapon; // we can't avoid this hack
306                                         self.weapon = WEP_BLASTER.m_id;
307                                         W_Blaster_Attack(
308                                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
309                                                 WEP_CVAR_SEC(vaporizer, shotangle),
310                                                 WEP_CVAR_SEC(vaporizer, damage),
311                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
312                                                 WEP_CVAR_SEC(vaporizer, radius),
313                                                 WEP_CVAR_SEC(vaporizer, force),
314                                                 WEP_CVAR_SEC(vaporizer, speed),
315                                                 WEP_CVAR_SEC(vaporizer, spread),
316                                                 WEP_CVAR_SEC(vaporizer, delay),
317                                                 WEP_CVAR_SEC(vaporizer, lifetime)
318                                         );
319                                         self.weapon = oldwep;
320
321                                         // now do normal refire
322                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
323                                 }
324                         }
325                         else
326                                 self.held_down = false;
327
328                         return true;
329                 }
330                 case WR_INIT:
331                 {
332                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
333                         VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
334                         return true;
335                 }
336                 case WR_SETUP:
337                 {
338                         self.ammo_field = WEP_AMMO(VAPORIZER);
339                         self.vaporizer_lasthit = 0;
340                         return true;
341                 }
342                 case WR_CHECKAMMO1:
343                 {
344                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
345                         ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
346                         return ammo_amount;
347                 }
348                 case WR_CHECKAMMO2:
349                 {
350                         if(!WEP_CVAR_SEC(vaporizer, ammo))
351                                 return true;
352                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
353                         ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
354                         return ammo_amount;
355                 }
356                 case WR_CONFIG:
357                 {
358                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
359                         return true;
360                 }
361                 case WR_RESETPLAYER:
362                 {
363                         self.vaporizer_lasthit = 0;
364                         return true;
365                 }
366                 case WR_RELOAD:
367                 {
368                         float used_ammo;
369                         if(WEP_CVAR_SEC(vaporizer, ammo))
370                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
371                         else
372                                 used_ammo = vaporizer_ammo;
373
374                         W_Reload(used_ammo, SND(RELOAD));
375                         return true;
376                 }
377                 case WR_SUICIDEMESSAGE:
378                 {
379                         return WEAPON_THINKING_WITH_PORTALS;
380                 }
381                 case WR_KILLMESSAGE:
382                 {
383                         return WEAPON_VAPORIZER_MURDER;
384                 }
385         }
386         return false;
387 }
388 #endif
389 #ifdef CSQC
390 float W_Vaporizer(float req)
391 {SELFPARAM();
392         switch(req)
393         {
394                 case WR_IMPACTEFFECT:
395                 {
396                         vector org2 = w_org + w_backoff * 6;
397                         if(w_deathtype & HITTYPE_SECONDARY)
398                         {
399                                 pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
400                                 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
401                         }
402                         else
403                         {
404                                 pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
405                                 if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
406                         }
407                         return true;
408                 }
409                 case WR_INIT:
410                 {
411                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
412                         {
413                                 precache_pic("gfx/reticle_nex");
414                         }
415                         return true;
416                 }
417                 case WR_ZOOMRETICLE:
418                 {
419                         if(button_zoom || zoomscript_caught)
420                         {
421                                 reticle_image = "gfx/reticle_nex";
422                                 return true;
423                         }
424                         else
425                         {
426                                 // no weapon specific image for this weapon
427                                 return false;
428                         }
429                 }
430         }
431         return false;
432 }
433 #endif
434 #endif