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fix ammo usage, and revert the size change to the electro blobs, it's not even needed...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
3 #else
4 #ifdef SVQC
5 .float electro_count;
6 .float electro_secondarytime;
7
8 void W_Plasma_Explode_Combo (void);
9
10 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
11 {
12         local entity e;
13         e = WarpZone_FindRadius(org, rad, TRUE);
14         while (e)
15         {
16                 if (e.classname == "plasma")
17                 {
18                         // change owner to whoever caused the combo explosion
19                         e.owner = own;
20                         e.takedamage = DAMAGE_NO;
21                         e.classname = "plasma_chain";
22                         e.think = W_Plasma_Explode_Combo;
23                         e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
24                 }
25                 e = e.chain;
26         }
27 }
28
29 void W_Plasma_Explode (void)
30 {
31         if(other.takedamage == DAMAGE_AIM)
32                 if(other.classname == "player")
33                         if(IsDifferentTeam(self.owner, other))
34                                 if(other.deadflag == DEAD_NO)
35                                         if(IsFlying(other))
36                                                 AnnounceTo(self.owner, "electrobitch");
37
38         self.event_damage = SUB_Null;
39         self.takedamage = DAMAGE_NO;
40         if (self.movetype == MOVETYPE_BOUNCE)
41         {
42                 RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), self.projectiledeathtype, other);
43         }
44         else
45         {
46                 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
47                 RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), self.projectiledeathtype, other);
48         }
49
50         remove (self);
51 }
52
53 void W_Plasma_Explode_Combo (void)
54 {
55         W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
56
57         self.event_damage = SUB_Null;
58         RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
59         remove (self);
60 }
61
62 void W_Plasma_Touch (void)
63 {
64         PROJECTILE_TOUCH;
65         if (other.takedamage == DAMAGE_AIM) {
66                 W_Plasma_Explode ();
67         } else {
68                 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
69                 self.projectiledeathtype |= HITTYPE_BOUNCE;
70         }
71 }
72
73 void W_Plasma_TouchExplode (void)
74 {
75         PROJECTILE_TOUCH;
76         W_Plasma_Explode ();
77 }
78
79 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
80 {
81         if(self.health <= 0)
82                 return;
83         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
84         self.health = self.health - damage;
85         if (self.health <= 0)
86         {
87                 self.takedamage = DAMAGE_NO;
88                 self.nextthink = time;
89                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
90                 {
91                         // change owner to whoever caused the combo explosion
92                         self.owner = inflictor.owner;
93                         self.classname = "plasma_chain";
94                         self.think = W_Plasma_Explode_Combo;
95                         self.nextthink = time + min(cvar("g_balance_electro_combo_radius"), vlen(self.origin - inflictor.origin)) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
96                                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
97                 }
98                 else
99                 {
100                         self.use = W_Plasma_Explode;
101                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
102                 }
103         }
104 }
105
106 void W_Electro_Attack()
107 {
108         local entity proj;
109
110         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
111
112         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
113
114         proj = spawn ();
115         proj.classname = "plasma_prim";
116         proj.owner = self;
117         proj.bot_dodge = TRUE;
118         proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
119         proj.use = W_Plasma_Explode;
120         proj.think = adaptor_think2use_hittype_splash;
121         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
122         PROJECTILE_MAKETRIGGER(proj);
123         proj.projectiledeathtype = WEP_ELECTRO;
124         setorigin(proj, w_shotorg);
125
126         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
128         proj.movetype = MOVETYPE_FLY;
129         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
130         proj.angles = vectoangles(proj.velocity);
131         proj.touch = W_Plasma_TouchExplode;
132         setsize(proj, '0 0 -3', '0 0 -3');
133         proj.flags = FL_PROJECTILE;
134
135         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
136         //sounds bad
137
138         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
139 }
140
141 void W_Electro_Attack2()
142 {
143         local entity proj;
144
145         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
146         w_shotdir = v_forward; // no TrueAim for grenades please
147
148         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
149
150         proj = spawn ();
151         proj.classname = "plasma";
152         proj.owner = self;
153         proj.use = W_Plasma_Explode;
154         proj.think = adaptor_think2use_hittype_splash;
155         proj.bot_dodge = TRUE;
156         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
157         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
158         PROJECTILE_MAKETRIGGER(proj);
159         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
160         setorigin(proj, w_shotorg);
161
162         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
164         //proj.glow_size = 50;
165         //proj.glow_color = 45;
166         proj.movetype = MOVETYPE_BOUNCE;
167         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
168         proj.touch = W_Plasma_Touch;
169         setsize(proj, '0 0 -4', '0 0 -4');
170         proj.takedamage = DAMAGE_YES;
171         proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
172         proj.health = cvar("g_balance_electro_secondary_health");
173         proj.event_damage = W_Plasma_Damage;
174         proj.flags = FL_PROJECTILE;
175
176 #if 0
177         entity p2;
178         p2 = spawn();
179         copyentity(proj, p2);
180         setmodel(p2, "models/ebomb.mdl");
181         setsize(p2, proj.mins, proj.maxs);
182 #endif
183
184         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
185 }
186
187 .entity lgbeam, exteriorlgbeam;
188 .float nextdamagethink;
189 void lgbeam_think()
190 {
191         if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.BUTTON_ATCK == 0)
192         {
193                 remove(self);
194                 return;
195         }
196
197         self.nextthink = time;
198
199         makevectors(self.owner.v_angle);
200         vector angle;
201         angle = v_forward;
202
203         vector force;
204         force = angle * cvar("g_balance_electro_primary_force");
205
206         traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
207
208         self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
209 }
210
211 // execute each frame to update the beam visuals, but only apply damage at intervals of "refire" to prevent massive hitsound spam
212 void exteriorlgbeam_think()
213 {
214         if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam || self.owner.BUTTON_ATCK == 0)
215         {
216                 sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
217                 remove(self);
218                 return;
219         }
220
221         if (time - self.shot_spread + random() * 0.2 > 0)
222         {
223                 self.shot_spread = time + 2;
224                 sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
225         }
226
227         self.nextthink = time;
228
229         makevectors(self.owner.v_angle);
230         vector angle;
231         angle = v_forward;
232
233         traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
234
235         if(self.nextdamagethink <= time)
236         {
237                 if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
238                         self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire"));
239
240                 // apply the damage
241                 if(trace_fraction < 1)
242                 {
243                         vector force;
244                         force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
245                         Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * cvar("g_balance_electro_primary_refire"), WEP_ELECTRO, trace_endpos, force * cvar("g_balance_electro_primary_refire"));
246                         W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
247                 }
248                 self.nextdamagethink = time + cvar("g_balance_electro_primary_refire");
249         }
250
251         self.angles = '0 0 0';
252         self.scale = vlen(gettaginfo(self, 0) - trace_endpos) / 256 * (0.75 + 0.75 * random());
253
254         // v_forward, v_right, v_up now are the ACTUAL directions
255         // express self.angles in terms of them to aim at target!
256         self.angles = vectoangles('1 0 0' * (angle * v_forward) + '0 -1 0' * (angle * v_right) + '0 0 1' * (angle * v_up));
257 }
258
259 // experimental lightning gun
260 void W_Electro_Attack3 (void)
261 {
262         entity beam, oldself;
263
264         self.lgbeam = beam = spawn();
265         setmodel(beam,"models/turrets/phaser_beam.md3");
266         beam.effects = EF_LOWPRECISION;
267         beam.solid = SOLID_NOT;
268         beam.think = lgbeam_think;
269         beam.owner = self;
270         beam.movetype = MOVETYPE_NONE;
271         if(gettagindex(self.weaponentity, "shot"))
272                 setattachment(beam, self.weaponentity, "shot");
273         else
274                 setattachment(beam, self.weaponentity, "tag_shot");
275
276         oldself = self;
277         self = beam;
278         self.think();
279         self = oldself;
280
281         self.exteriorlgbeam = beam = spawn();
282         setmodel(beam,"models/turrets/phaser_beam.md3");
283         beam.effects = EF_LOWPRECISION;
284         beam.solid = SOLID_NOT;
285         beam.think = exteriorlgbeam_think;
286         beam.owner = self;
287         beam.movetype = MOVETYPE_NONE;
288         //beam.viewmodelforclient = self;
289         if(self.weaponentity.oldorigin_x > 0)
290         {
291                 setattachment(beam, self.exteriorweaponentity, "");
292                 setorigin(beam, self.weaponentity.oldorigin);
293         }
294         else
295         {
296                 if(gettagindex(self.exteriorweaponentity, "shot"))
297                         setattachment(beam, self.exteriorweaponentity, "shot");
298                 else
299                         setattachment(beam, self.exteriorweaponentity, "tag_shot");
300         }
301
302         beam.shot_spread = 0;
303         beam.bot_dodge = TRUE;
304         beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
305
306         oldself = self;
307         self = beam;
308         self.think();
309         self = oldself;
310 }
311
312 void spawnfunc_weapon_electro (void)
313 {
314         weapon_defaultspawnfunc(WEP_ELECTRO);
315 }
316
317 void w_electro_checkattack()
318 {
319         if(self.electro_count > 1)
320         if(self.BUTTON_ATCK2)
321         if(weapon_prepareattack(1, -1))
322         {
323                 W_Electro_Attack2();
324                 self.electro_count -= 1;
325                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
326                 return;
327         }
328
329         w_ready();
330 }
331
332 .float bot_secondary_electromooth;
333 .float BUTTON_ATCK_prev;
334 float w_electro(float req)
335 {
336         if (req == WR_AIM)
337         {
338                 self.BUTTON_ATCK=FALSE;
339                 self.BUTTON_ATCK2=FALSE;
340                 if(vlen(self.origin-self.enemy.origin) > 1000)
341                         self.bot_secondary_electromooth = 0;
342                 if(self.bot_secondary_electromooth == 0)
343                 {
344                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
345                         {
346                                 self.BUTTON_ATCK = TRUE;
347                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
348                         }
349                 }
350                 else
351                 {
352                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
353                         {
354                                 self.BUTTON_ATCK2 = TRUE;
355                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
356                         }
357                 }
358         }
359         else if (req == WR_THINK)
360         {
361                 if (self.BUTTON_ATCK)
362                 {
363                         if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
364                         {
365                                 if(cvar("g_balance_electro_lightning"))
366                                 {
367                                         if (self.BUTTON_ATCK_prev == 0)
368                                         {
369                                                 W_Electro_Attack3();
370                                         }
371                                         self.BUTTON_ATCK_prev = 1;
372                                 }
373                                 else
374                                 {
375                                         W_Electro_Attack();
376                                 }
377                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
378                         }
379                 } else {
380                         self.BUTTON_ATCK_prev = 0;
381                 }
382
383                 if (self.BUTTON_ATCK2)
384                 if (time >= self.electro_secondarytime)
385                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
386                 {
387                         W_Electro_Attack2();
388                         self.electro_count = cvar("g_balance_electro_secondary_count");
389                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
390                         self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
391                 }
392         }
393         else if (req == WR_PRECACHE)
394         {
395                 precache_model ("models/weapons/g_electro.md3");
396                 precache_model ("models/weapons/v_electro.md3");
397                 precache_model ("models/weapons/h_electro.iqm");
398                 precache_sound ("weapons/electro_bounce.wav");
399                 precache_sound ("weapons/electro_fire.wav");
400                 precache_sound ("weapons/electro_fire2.wav");
401                 precache_sound ("weapons/electro_impact.wav");
402                 precache_sound ("weapons/electro_impact_combo.wav");
403                 if(cvar("g_balance_electro_lightning"))
404                         precache_sound ("weapons/crylink_fire2.wav");
405         }
406         else if (req == WR_SETUP)
407                 weapon_setup(WEP_ELECTRO);
408         else if (req == WR_CHECKAMMO1)
409         {
410                 if(cvar("g_balance_electro_lightning"))
411                         return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
412                 else
413                         return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
414         }
415         else if (req == WR_CHECKAMMO2)
416                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
417         else if (req == WR_RESETPLAYER)
418         {
419                 self.electro_secondarytime = time;
420         }
421         return TRUE;
422 };
423 #endif
424 #ifdef CSQC
425 float w_electro(float req)
426 {
427         if(req == WR_IMPACTEFFECT)
428         {
429                 vector org2;
430                 org2 = w_org + w_backoff * 6;
431                 if(w_deathtype & HITTYPE_SECONDARY)
432                 {
433                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
434                         if(!w_issilent)
435                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
436                 }
437                 else
438                 {
439                         if(w_deathtype & HITTYPE_BOUNCE)
440                         {
441                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
442                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
443                                 if(!w_issilent)
444                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
445                         }
446                         else
447                         {
448                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
449                                 if(!w_issilent)
450                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
451                         }
452                 }
453         }
454         else if(req == WR_PRECACHE)
455         {
456                 precache_sound("weapons/electro_impact.wav");
457                 precache_sound("weapons/electro_impact_combo.wav");
458         }
459         else if (req == WR_SUICIDEMESSAGE)
460         {
461                 if(w_deathtype & HITTYPE_SECONDARY)
462                         w_deathtypestring = "could not remember where they put plasma";
463                 else
464                         w_deathtypestring = "played with plasma";
465         }
466         else if (req == WR_KILLMESSAGE)
467         {
468                 if(w_deathtype & HITTYPE_SECONDARY)
469                 {
470                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
471                                 w_deathtypestring = "just noticed #'s blue ball";
472                         else // unchecked: BOUNCE
473                                 w_deathtypestring = "got in touch with #'s blue ball";
474                 }
475                 else
476                 {
477                         if(w_deathtype & HITTYPE_BOUNCE) // combo
478                                 w_deathtypestring = "felt the electrifying air of #'s combo";
479                         else if(w_deathtype & HITTYPE_SPLASH)
480                                 w_deathtypestring = "got too close to #'s blue beam";
481                         else
482                                 w_deathtypestring = "was blasted by #'s blue beam";
483                 }
484         }
485         return TRUE;
486 }
487 #endif
488 #endif