Merge remote branch 'origin/master' into fruitiex/gamemode_freezetag
[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         //self.velocity = self.velocity  * 0.1;
65         
66         PROJECTILE_TOUCH;
67         if (other.takedamage == DAMAGE_AIM) {
68                 W_Plasma_Explode ();
69         } else {
70                 //UpdateCSQCProjectile(self);
71                 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
72                 self.projectiledeathtype |= HITTYPE_BOUNCE;
73         }
74 }
75
76 void W_Plasma_TouchExplode (void)
77 {
78         PROJECTILE_TOUCH;
79         W_Plasma_Explode ();
80 }
81
82 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
83 {
84         if(self.health <= 0)
85                 return;
86         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
87         self.health = self.health - damage;
88         if (self.health <= 0)
89         {
90                 self.takedamage = DAMAGE_NO;
91                 self.nextthink = time;
92                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
93                 {
94                         // change owner to whoever caused the combo explosion
95                         self.owner = inflictor.owner;
96                         self.classname = "plasma_chain";
97                         self.think = W_Plasma_Explode_Combo;
98                         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
99                                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
100                 }
101                 else
102                 {
103                         self.use = W_Plasma_Explode;
104                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
105                 }
106         }
107 }
108
109 void W_Electro_Attack()
110 {
111         local entity proj;
112
113         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, cvar("g_balance_electro_primary_damage"));
114
115         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
116
117         proj = spawn ();
118         proj.classname = "plasma_prim";
119         proj.owner = self;
120         proj.bot_dodge = TRUE;
121         proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
122         proj.use = W_Plasma_Explode;
123         proj.think = adaptor_think2use_hittype_splash;
124         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
125         PROJECTILE_MAKETRIGGER(proj);
126         proj.projectiledeathtype = WEP_ELECTRO;
127         setorigin(proj, w_shotorg);
128
129         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
130                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
131         proj.movetype = MOVETYPE_FLY;
132         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
133         proj.angles = vectoangles(proj.velocity);
134         proj.touch = W_Plasma_TouchExplode;
135         setsize(proj, '0 0 -3', '0 0 -3');
136         proj.flags = FL_PROJECTILE;
137
138         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
139         //sounds bad
140
141         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
142
143         other = proj; MUTATOR_CALLHOOK(EditProjectile);
144 }
145
146 void W_Electro_Attack2()
147 {
148         local entity proj;
149
150         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, cvar("g_balance_electro_secondary_damage"));
151
152         w_shotdir = v_forward; // no TrueAim for grenades please
153
154         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
155
156         proj = spawn ();
157         proj.classname = "plasma";
158         proj.owner = self;
159         proj.use = W_Plasma_Explode;
160         proj.think = adaptor_think2use_hittype_splash;
161         proj.bot_dodge = TRUE;
162         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
163         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
164         PROJECTILE_MAKETRIGGER(proj);
165         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
166         setorigin(proj, w_shotorg);
167
168         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
169                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
170         //proj.glow_size = 50;
171         //proj.glow_color = 45;
172         proj.movetype = MOVETYPE_BOUNCE;
173         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
174         proj.touch = W_Plasma_Touch;
175         setsize(proj, '0 0 -4', '0 0 -4');
176         proj.takedamage = DAMAGE_YES;
177         proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
178         proj.health = cvar("g_balance_electro_secondary_health");
179         proj.event_damage = W_Plasma_Damage;
180         proj.flags = FL_PROJECTILE;
181         
182         proj.bouncefactor = cvar("g_balance_electro_secondary_bouncefactor");
183         proj.bouncestop = cvar("g_balance_electro_secondary_bouncestop");
184         
185 #if 0
186         entity p2;
187         p2 = spawn();
188         copyentity(proj, p2);
189         setmodel(p2, "models/ebomb.mdl");
190         setsize(p2, proj.mins, proj.maxs);
191 #endif
192
193         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
194
195         other = proj; MUTATOR_CALLHOOK(EditProjectile);
196         }
197
198 .vector hook_start, hook_end;
199 float lgbeam_send(entity to, float sf)
200 {
201         WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
202         sf = sf & 0x7F;
203         if(sound_allowed(MSG_BROADCAST, self.owner))
204                 sf |= 0x80;
205         WriteByte(MSG_ENTITY, sf);
206         if(sf & 1)
207         {
208                 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
209                 WriteCoord(MSG_ENTITY, cvar("g_balance_electro_primary_range"));
210         }
211         if(sf & 2)
212         {
213                 WriteCoord(MSG_ENTITY, self.hook_start_x);
214                 WriteCoord(MSG_ENTITY, self.hook_start_y);
215                 WriteCoord(MSG_ENTITY, self.hook_start_z);
216         }
217         if(sf & 4)
218         {
219                 WriteCoord(MSG_ENTITY, self.hook_end_x);
220                 WriteCoord(MSG_ENTITY, self.hook_end_y);
221                 WriteCoord(MSG_ENTITY, self.hook_end_z);
222         }
223         return TRUE;
224 }
225 .entity lgbeam;
226 .float prevlgfire;
227 void lgbeam_think()
228 {
229         self.owner.prevlgfire = time;
230         if (self != self.owner.lgbeam)
231         {
232                 remove(self);
233                 return;
234         }
235         if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || (g_freezetag && self.owner.freezetag_frozen))
236         {
237                 if(self == self.owner.lgbeam)
238                         self.owner.lgbeam = world;
239                 remove(self);
240                 return;
241         }
242
243         self.nextthink = time;
244
245         makevectors(self.owner.v_angle);
246
247         float dt, f;
248         dt = frametime;
249         if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
250         {
251                 if(cvar("g_balance_electro_primary_ammo"))
252                 {
253                         dt = min(dt, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
254                         self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
255                 }
256         }
257
258         W_SetupShot_Range(self.owner, TRUE, 0, "", 0, cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
259         WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
260
261         // apply the damage
262         if(trace_ent)
263         {
264                 vector force;
265                 force = w_shotdir * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
266
267                 f = ExponentialFalloff(cvar("g_balance_electro_primary_falloff_mindist"), cvar("g_balance_electro_primary_falloff_maxdist"), cvar("g_balance_electro_primary_falloff_halflifedist"), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
268
269                 if(accuracy_isgooddamage(self.owner, trace_ent))
270                         accuracy_add(self.owner, WEP_ELECTRO, 0, cvar("g_balance_electro_primary_damage") * dt * f);
271                 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
272         }
273         W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
274
275         // draw effect
276         if(w_shotorg != self.hook_start)
277         {
278                 self.SendFlags |= 2;
279                 self.hook_start = w_shotorg;
280         }
281         if(w_shotend != self.hook_end)
282         {
283                 self.SendFlags |= 4;
284                 self.hook_end = w_shotend;
285         }
286 }
287
288 // experimental lightning gun
289 void W_Electro_Attack3 (void)
290 {
291         // only play fire sound if 0.5 sec has passed since player let go the fire button
292         if(time - self.prevlgfire > 0.5)
293                 sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
294
295         entity beam, oldself;
296
297         self.lgbeam = beam = spawn();
298         beam.solid = SOLID_NOT;
299         beam.think = lgbeam_think;
300         beam.owner = self;
301         beam.movetype = MOVETYPE_NONE;
302         beam.shot_spread = 0;
303         beam.bot_dodge = TRUE;
304         beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
305         Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
306
307         oldself = self;
308         self = beam;
309         self.think();
310         self = oldself;
311 }
312
313 void ElectroInit()
314 {
315         weapon_action(WEP_ELECTRO, WR_PRECACHE);
316         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
317         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
318         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
319         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
320 }
321
322 void spawnfunc_weapon_electro (void)
323 {
324         weapon_defaultspawnfunc(WEP_ELECTRO);
325 }
326
327 void w_electro_checkattack()
328 {
329         if(self.electro_count > 1)
330         if(self.BUTTON_ATCK2)
331         if(weapon_prepareattack(1, -1))
332         {
333                 W_Electro_Attack2();
334                 self.electro_count -= 1;
335                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
336                 return;
337         }
338
339         w_ready();
340 }
341
342 .float bot_secondary_electromooth;
343 .float BUTTON_ATCK_prev;
344 float w_electro(float req)
345 {
346         if (req == WR_AIM)
347         {
348                 self.BUTTON_ATCK=FALSE;
349                 self.BUTTON_ATCK2=FALSE;
350                 if(vlen(self.origin-self.enemy.origin) > 1000)
351                         self.bot_secondary_electromooth = 0;
352                 if(self.bot_secondary_electromooth == 0)
353                 {
354                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
355                         {
356                                 self.BUTTON_ATCK = TRUE;
357                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
358                         }
359                 }
360                 else
361                 {
362                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
363                         {
364                                 self.BUTTON_ATCK2 = TRUE;
365                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
366                         }
367                 }
368         }
369         else if (req == WR_THINK)
370         {
371                 if (self.BUTTON_ATCK)
372                 {
373                         if (weapon_prepareattack(0, (cvar("g_balance_electro_lightning") ? 0 : cvar("g_balance_electro_primary_refire"))))
374                         {
375                                 if(cvar("g_balance_electro_lightning"))
376                                 {
377                                         if ((!self.lgbeam) || wasfreed(self.lgbeam))
378                                         {
379                                                 W_Electro_Attack3();
380                                         }
381                                         self.BUTTON_ATCK_prev = 1;
382                                 }
383                                 else
384                                 {
385                                         W_Electro_Attack();
386                                 }
387                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
388                         }
389                 } else {
390                         if(cvar("g_balance_electro_lightning"))
391                         {
392                                 if (self.BUTTON_ATCK_prev != 0)
393                                 {
394                                         ATTACK_FINISHED(self) = time + cvar("g_balance_electro_primary_refire") * W_WeaponRateFactor();
395                                 }
396                                 self.BUTTON_ATCK_prev = 0;
397                         }
398                 }
399
400                 if (self.BUTTON_ATCK2)
401                 if (time >= self.electro_secondarytime)
402                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
403                 {
404                         W_Electro_Attack2();
405                         self.electro_count = cvar("g_balance_electro_secondary_count");
406                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
407                         self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
408                 }
409         }
410         else if (req == WR_PRECACHE)
411         {
412                 precache_model ("models/weapons/g_electro.md3");
413                 precache_model ("models/weapons/v_electro.md3");
414                 precache_model ("models/weapons/h_electro.iqm");
415                 precache_sound ("weapons/electro_bounce.wav");
416                 precache_sound ("weapons/electro_fire.wav");
417                 precache_sound ("weapons/electro_fire2.wav");
418                 precache_sound ("weapons/electro_impact.wav");
419                 precache_sound ("weapons/electro_impact_combo.wav");
420                 if(cvar("g_balance_electro_lightning"))
421                 {
422                         precache_sound ("weapons/lgbeam_fire.wav");
423                 }
424         }
425         else if (req == WR_SETUP)
426                 weapon_setup(WEP_ELECTRO);
427         else if (req == WR_CHECKAMMO1)
428         {
429                 if(cvar("g_balance_electro_lightning"))
430                         return !cvar("g_balance_electro_primary_ammo") || (self.ammo_cells > 0);
431                 else
432                         return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
433         }
434         else if (req == WR_CHECKAMMO2)
435                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
436         else if (req == WR_RESETPLAYER)
437         {
438                 self.electro_secondarytime = time;
439         }
440         return TRUE;
441 };
442 #endif
443 #ifdef CSQC
444 float w_electro(float req)
445 {
446         if(req == WR_IMPACTEFFECT)
447         {
448                 vector org2;
449                 org2 = w_org + w_backoff * 6;
450                 if(w_deathtype & HITTYPE_SECONDARY)
451                 {
452                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
453                         if(!w_issilent)
454                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
455                 }
456                 else
457                 {
458                         if(w_deathtype & HITTYPE_BOUNCE)
459                         {
460                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
461                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
462                                 if(!w_issilent)
463                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
464                         }
465                         else
466                         {
467                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
468                                 if(!w_issilent)
469                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
470                         }
471                 }
472         }
473         else if(req == WR_PRECACHE)
474         {
475                 precache_sound("weapons/electro_impact.wav");
476                 precache_sound("weapons/electro_impact_combo.wav");
477         }
478         else if (req == WR_SUICIDEMESSAGE)
479         {
480                 if(w_deathtype & HITTYPE_SECONDARY)
481                         w_deathtypestring = "%s could not remember where they put plasma";
482                 else
483                         w_deathtypestring = "%s played with plasma";
484         }
485         else if (req == WR_KILLMESSAGE)
486         {
487                 if(w_deathtype & HITTYPE_SECONDARY)
488                 {
489                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
490                                 w_deathtypestring = "%s just noticed %s's blue ball";
491                         else // unchecked: BOUNCE
492                                 w_deathtypestring = "%s got in touch with %s's blue ball";
493                 }
494                 else
495                 {
496                         if(w_deathtype & HITTYPE_BOUNCE) // combo
497                                 w_deathtypestring = "%s felt the electrifying air of %s's combo";
498                         else if(w_deathtype & HITTYPE_SPLASH)
499                                 w_deathtypestring = "%s got too close to %s's blue beam";
500                         else
501                                 w_deathtypestring = "%s was blasted by %s's blue beam";
502                 }
503         }
504         return TRUE;
505 }
506 #endif
507 #endif