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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;
188 .float prevlgfire;
189 void lgbeam_think()
190 {
191         self.owner.prevlgfire = time;
192         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.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
193         {
194                 remove(self);
195                 return;
196         }
197
198         self.nextthink = time;
199
200         makevectors(self.owner.v_angle);
201         vector angle;
202         angle = v_forward;
203
204         WarpZone_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));
205
206         if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
207                 self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
208
209         // apply the damage
210         if(trace_fraction < 1)
211         {
212                 vector force;
213                 force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
214                 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
215                 W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
216         }
217
218         // draw effect
219         vector vecs, org;
220         if(self.owner.weaponentity.movedir_x > 0)
221         {
222                 vecs = self.owner.weaponentity.movedir;
223                 vecs_y = -vecs_y;
224         }
225         else
226                 vecs = '0 0 0';
227         org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
228         
229         // TODO turn into a csqc entity
230         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
231         WriteByte(MSG_BROADCAST, TE_CSQC_BEAM);
232         WriteByte(MSG_BROADCAST, num_for_edict(self.owner));
233         WriteByte(MSG_BROADCAST, sound_allowed(MSG_BROADCAST, self.owner) ? 1 : 2);
234         WriteCoord(MSG_BROADCAST, trace_endpos_x);
235         WriteCoord(MSG_BROADCAST, trace_endpos_y);
236         WriteCoord(MSG_BROADCAST, trace_endpos_z);
237         WriteCoord(MSG_BROADCAST, org_x);
238         WriteCoord(MSG_BROADCAST, org_y);
239         WriteCoord(MSG_BROADCAST, org_z);
240 }
241
242 // experimental lightning gun
243 void W_Electro_Attack3 (void)
244 {
245         // only play fire sound if 0.5 sec has passed since player let go the fire button
246         if(time - self.prevlgfire > 0.5)
247         {
248                 sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
249         }
250
251         entity beam, oldself;
252
253         self.lgbeam = beam = spawn();
254         beam.solid = SOLID_NOT;
255         beam.think = lgbeam_think;
256         beam.owner = self;
257         beam.movetype = MOVETYPE_NONE;
258         beam.shot_spread = 0;
259         beam.bot_dodge = TRUE;
260         beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
261
262         oldself = self;
263         self = beam;
264         self.think();
265         self = oldself;
266 }
267
268 void ElectroInit()
269 {
270         weapon_action(WEP_ELECTRO, WR_PRECACHE);
271         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
272         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
273         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
274         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
275 }
276
277 void spawnfunc_weapon_electro (void)
278 {
279         weapon_defaultspawnfunc(WEP_ELECTRO);
280 }
281
282 void w_electro_checkattack()
283 {
284         if(self.electro_count > 1)
285         if(self.BUTTON_ATCK2)
286         if(weapon_prepareattack(1, -1))
287         {
288                 W_Electro_Attack2();
289                 self.electro_count -= 1;
290                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
291                 return;
292         }
293
294         w_ready();
295 }
296
297 .float bot_secondary_electromooth;
298 .float BUTTON_ATCK_prev;
299 float w_electro(float req)
300 {
301         if (req == WR_AIM)
302         {
303                 self.BUTTON_ATCK=FALSE;
304                 self.BUTTON_ATCK2=FALSE;
305                 if(vlen(self.origin-self.enemy.origin) > 1000)
306                         self.bot_secondary_electromooth = 0;
307                 if(self.bot_secondary_electromooth == 0)
308                 {
309                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
310                         {
311                                 self.BUTTON_ATCK = TRUE;
312                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
313                         }
314                 }
315                 else
316                 {
317                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
318                         {
319                                 self.BUTTON_ATCK2 = TRUE;
320                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
321                         }
322                 }
323         }
324         else if (req == WR_THINK)
325         {
326                 if (self.BUTTON_ATCK)
327                 {
328                         if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
329                         {
330                                 if(cvar("g_balance_electro_lightning"))
331                                 {
332                                         if (self.BUTTON_ATCK_prev == 0)
333                                         {
334                                                 W_Electro_Attack3();
335                                         }
336                                         self.BUTTON_ATCK_prev = 1;
337                                 }
338                                 else
339                                 {
340                                         W_Electro_Attack();
341                                 }
342                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
343                         }
344                 } else {
345                         self.BUTTON_ATCK_prev = 0;
346                 }
347
348                 if (self.BUTTON_ATCK2)
349                 if (time >= self.electro_secondarytime)
350                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
351                 {
352                         W_Electro_Attack2();
353                         self.electro_count = cvar("g_balance_electro_secondary_count");
354                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
355                         self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
356                 }
357         }
358         else if (req == WR_PRECACHE)
359         {
360                 precache_model ("models/weapons/g_electro.md3");
361                 precache_model ("models/weapons/v_electro.md3");
362                 precache_model ("models/weapons/h_electro.iqm");
363                 precache_sound ("weapons/electro_bounce.wav");
364                 precache_sound ("weapons/electro_fire.wav");
365                 precache_sound ("weapons/electro_fire2.wav");
366                 precache_sound ("weapons/electro_impact.wav");
367                 precache_sound ("weapons/electro_impact_combo.wav");
368                 if(cvar("g_balance_electro_lightning"))
369                 {
370                         precache_sound ("weapons/lgbeam_fire.wav");
371                 }
372         }
373         else if (req == WR_SETUP)
374                 weapon_setup(WEP_ELECTRO);
375         else if (req == WR_CHECKAMMO1)
376         {
377                 if(cvar("g_balance_electro_lightning"))
378                         return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
379                 else
380                         return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
381         }
382         else if (req == WR_CHECKAMMO2)
383                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
384         else if (req == WR_RESETPLAYER)
385         {
386                 self.electro_secondarytime = time;
387         }
388         return TRUE;
389 };
390 #endif
391 #ifdef CSQC
392 float w_electro(float req)
393 {
394         if(req == WR_IMPACTEFFECT)
395         {
396                 vector org2;
397                 org2 = w_org + w_backoff * 6;
398                 if(w_deathtype & HITTYPE_SECONDARY)
399                 {
400                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
401                         if(!w_issilent)
402                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
403                 }
404                 else
405                 {
406                         if(w_deathtype & HITTYPE_BOUNCE)
407                         {
408                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
409                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
410                                 if(!w_issilent)
411                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
412                         }
413                         else
414                         {
415                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
416                                 if(!w_issilent)
417                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
418                         }
419                 }
420         }
421         else if(req == WR_PRECACHE)
422         {
423                 precache_sound("weapons/electro_impact.wav");
424                 precache_sound("weapons/electro_impact_combo.wav");
425         }
426         else if (req == WR_SUICIDEMESSAGE)
427         {
428                 if(w_deathtype & HITTYPE_SECONDARY)
429                         w_deathtypestring = "could not remember where they put plasma";
430                 else
431                         w_deathtypestring = "played with plasma";
432         }
433         else if (req == WR_KILLMESSAGE)
434         {
435                 if(w_deathtype & HITTYPE_SECONDARY)
436                 {
437                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
438                                 w_deathtypestring = "just noticed #'s blue ball";
439                         else // unchecked: BOUNCE
440                                 w_deathtypestring = "got in touch with #'s blue ball";
441                 }
442                 else
443                 {
444                         if(w_deathtype & HITTYPE_BOUNCE) // combo
445                                 w_deathtypestring = "felt the electrifying air of #'s combo";
446                         else if(w_deathtype & HITTYPE_SPLASH)
447                                 w_deathtypestring = "got too close to #'s blue beam";
448                         else
449                                 w_deathtypestring = "was blasted by #'s blue beam";
450                 }
451         }
452         return TRUE;
453 }
454 #endif
455 #endif