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More progress on moving Electro to new settings system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_electro.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ ELECTRO,
4 /* function */ W_Electro,
5 /* ammotype */ IT_CELLS,
6 /* impulse  */ 5,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "electro",
10 /* netname  */ "electro",
11 /* fullname */ _("Electro")
12 );
13
14 #define ELECTRO_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \
16         w_cvar(WEP_ELECTRO, electro, MO_BOTH, animtime) \
17         w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \
18         w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
19         w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
20         w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
21         w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
22         w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
23         w_cvar(WEP_ELECTRO, electro, MO_BOTH, spread) \
24         w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \
25         w_cvar(WEP_ELECTRO, electro, MO_PRI,  comboradius) \
26         w_cvar(WEP_ELECTRO, electro, MO_SEC,  bouncefactor) \
27         w_cvar(WEP_ELECTRO, electro, MO_SEC,  bouncestop) \
28         w_cvar(WEP_ELECTRO, electro, MO_SEC,  count) \
29         w_cvar(WEP_ELECTRO, electro, MO_SEC,  damageforcescale) \
30         w_cvar(WEP_ELECTRO, electro, MO_SEC,  damagedbycontents) \
31         w_cvar(WEP_ELECTRO, electro, MO_SEC,  health) \
32         w_cvar(WEP_ELECTRO, electro, MO_SEC,  refire2) \
33         w_cvar(WEP_ELECTRO, electro, MO_SEC,  speed_up) \
34         w_cvar(WEP_ELECTRO, electro, MO_SEC,  speed_z) \
35         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
36         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
37         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
38         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
39         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
40         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
41         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
42         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
43         w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
44         w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
45         w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
46         w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
47
48 #ifdef SVQC
49 ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
50 #endif
51 #else
52 #ifdef SVQC
53 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
54
55 .float electro_count;
56 .float electro_secondarytime;
57
58 void W_Plasma_Explode_Combo(void);
59
60 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
61 {
62         entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
63         while(e)
64         {
65                 if(e.classname == "plasma")
66                 {
67                         // change owner to whoever caused the combo explosion
68                         WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
69
70                         if(
71                                 (trace_fraction == 1)
72                                 ||
73                                 (WEP_CVAR(electro, combo_comboradius_thruwall) >= vlen(e.WarpZone_findradius_dist))
74                         )
75                         {
76                                 e.realowner = own;
77                                 e.takedamage = DAMAGE_NO;
78                                 e.classname = "plasma_chain";
79                                 e.think = W_Plasma_Explode_Combo;
80                                 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed); // delay combo chains, looks cooler
81                         }
82                 }
83                 e = e.chain;
84         }
85 }
86
87 void W_Plasma_Explode(void)
88 {
89         if(other.takedamage == DAMAGE_AIM)
90                 if(IS_PLAYER(other))
91                         if(DIFF_TEAM(self.realowner, other))
92                                 if(other.deadflag == DEAD_NO)
93                                         if(IsFlying(other))
94                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
95
96         self.event_damage = func_null;
97         self.takedamage = DAMAGE_NO;
98         
99         if(self.movetype == MOVETYPE_BOUNCE)
100         {
101                 RadiusDamage(
102                         self,
103                         self.realowner,
104                         WEP_CVAR_SEC(electro, damage),
105                         WEP_CVAR_SEC(electro, edgedamage),
106                         WEP_CVAR_SEC(electro, radius),
107                         world,
108                         world,
109                         WEP_CVAR_SEC(electro, force),
110                         self.projectiledeathtype,
111                         other
112                 );
113         }
114         else
115         {
116                 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
117                 RadiusDamage(
118                         self,
119                         self.realowner,
120                         WEP_CVAR_PRI(electro, damage),
121                         WEP_CVAR_PRI(electro, edgedamage),
122                         WEP_CVAR_PRI(electro, radius),
123                         world,
124                         world,
125                         WEP_CVAR_PRI(electro, force),
126                         self.projectiledeathtype,
127                         other
128                 );
129         }
130
131         remove(self);
132 }
133
134 void W_Plasma_Explode_Combo(void)
135 {
136         W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
137
138         self.event_damage = func_null;
139         
140         RadiusDamage(
141                 self,
142                 self.realowner,
143                 WEP_CVAR(electro, combo_damage),
144                 WEP_CVAR(electro, combo_edgedamage),
145                 WEP_CVAR(electro, combo_radius),
146                 world,
147                 world,
148                 WEP_CVAR(electro, combo_force),
149                 WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
150                 world
151         );
152
153         remove (self);
154 }
155
156 void W_Plasma_Touch(void)
157 {
158         PROJECTILE_TOUCH;
159         if(other.takedamage == DAMAGE_AIM)
160                 { W_Plasma_Explode(); }
161         else
162         {
163                 //UpdateCSQCProjectile(self);
164                 spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
165                 self.projectiledeathtype |= HITTYPE_BOUNCE;
166         }
167 }
168
169 void W_Plasma_TouchExplode(void)
170 {
171         PROJECTILE_TOUCH;
172         W_Plasma_Explode();
173 }
174
175 void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
176 {
177         if(self.health <= 0)
178                 return;
179
180         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
181         float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
182
183         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
184                 return; // g_projectiles_damage says to halt
185
186         self.health = self.health - damage;
187         if(self.health <= 0)
188         {
189                 self.takedamage = DAMAGE_NO;
190                 self.nextthink = time;
191                 if(is_combo)
192                 {
193                         // change owner to whoever caused the combo explosion
194                         self.realowner = inflictor.realowner;
195                         self.classname = "plasma_chain";
196                         self.think = W_Plasma_Explode_Combo;
197                         self.nextthink = time +
198                                 (
199                                         // bound the length, inflictor may be in a galaxy far far away (warpzones)
200                                         min(
201                                                 WEP_CVAR(electro, combo_radius),
202                                                 vlen(self.origin - inflictor.origin)
203                                         )
204                                         /
205                                         // delay combo chains, looks cooler
206                                         WEP_CVAR(electro, combo_speed)
207                                 );
208                 }
209                 else
210                 {
211                         self.use = W_Plasma_Explode;
212                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
213                 }
214         }
215 }
216
217 void W_Electro_Attack_Bolt(void)
218 {
219         entity proj;
220
221         W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
222
223         W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
224
225         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
226
227         proj = spawn ();
228         proj.classname = "plasma_prim";
229         proj.owner = proj.realowner = self;
230         proj.bot_dodge = TRUE;
231         proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
232         proj.use = W_Plasma_Explode;
233         proj.think = adaptor_think2use_hittype_splash;
234         proj.nextthink = time + WEP_CVAR_PRI(electro, lifetime);
235         PROJECTILE_MAKETRIGGER(proj);
236         proj.projectiledeathtype = WEP_ELECTRO;
237         setorigin(proj, w_shotorg);
238
239         proj.movetype = MOVETYPE_FLY;
240         WEP_SETUPPROJVELOCITY_PRI(proj, electro);
241         proj.angles = vectoangles(proj.velocity);
242         proj.touch = W_Plasma_TouchExplode;
243         setsize(proj, '0 0 -3', '0 0 -3');
244         proj.flags = FL_PROJECTILE;
245         proj.missile_flags = MIF_SPLASH;
246
247         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
248
249         other = proj; MUTATOR_CALLHOOK(EditProjectile);
250 }
251
252 void W_Electro_Attack_Orbs(void)
253 {
254         W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
255
256         W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
257
258         w_shotdir = v_forward; // no TrueAim for grenades please
259
260         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
261
262         entity proj = spawn();
263         proj.classname = "plasma";
264         proj.owner = proj.realowner = self;
265         proj.use = W_Plasma_Explode;
266         proj.think = adaptor_think2use_hittype_splash;
267         proj.bot_dodge = TRUE;
268         proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
269         proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
270         PROJECTILE_MAKETRIGGER(proj);
271         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
272         setorigin(proj, w_shotorg);
273
274         //proj.glow_size = 50;
275         //proj.glow_color = 45;
276         proj.movetype = MOVETYPE_BOUNCE;
277         WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro);
278         proj.touch = W_Plasma_Touch;
279         setsize(proj, '0 0 -4', '0 0 -4');
280         proj.takedamage = DAMAGE_YES;
281         proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
282         proj.health = WEP_CVAR_SEC(electro, health);
283         proj.event_damage = W_Plasma_Damage;
284         proj.flags = FL_PROJECTILE;
285         proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
286
287         proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
288         proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
289         proj.missile_flags = MIF_SPLASH | MIF_ARC;
290
291 #if 0
292         entity p2;
293         p2 = spawn();
294         copyentity(proj, p2);
295         setmodel(p2, "models/ebomb.mdl");
296         setsize(p2, proj.mins, proj.maxs);
297 #endif
298
299         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
300
301         other = proj; MUTATOR_CALLHOOK(EditProjectile);
302 }
303
304 void W_Electro_CheckAttack()
305 {
306         if(self.electro_count > 1)
307         if(self.BUTTON_ATCK2)
308         if(weapon_prepareattack(1, -1))
309         {
310                 W_Electro_Attack_Orbs();
311                 self.electro_count -= 1;
312                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
313                 return;
314         }
315         w_ready();
316 }
317
318 .float bot_secondary_electromooth;
319 float W_Electro(float req)
320 {
321         float ammo_amount;
322         switch(req)
323         {
324                 case WR_AIM:
325                 {
326                         self.BUTTON_ATCK = self.BUTTON_ATCK2 = FALSE;
327                         if(vlen(self.origin-self.enemy.origin) > 1000)
328                                 self.bot_secondary_electromooth = 0;
329                         if(self.bot_secondary_electromooth == 0)
330                         {
331                                 float shoot;
332
333                                 if(WEP_CVAR_PRI(electro, speed))
334                                         shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE);
335                                 else
336                                         shoot = bot_aim(1000000, 0, 0.001, FALSE);
337
338                                 if(shoot)
339                                 {
340                                         self.BUTTON_ATCK = TRUE;
341                                         if(random() < 0.01) self.bot_secondary_electromooth = 1;
342                                 }
343                         }
344                         else
345                         {
346                                 if(bot_aim(WEP_CVAR_SEC(electro, speed), autocvar_g_balance_mortar_secondary_speed_up, WEP_CVAR_SEC(electro, lifetime), TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
347                                 {
348                                         self.BUTTON_ATCK2 = TRUE;
349                                         if(random() < 0.03) self.bot_secondary_electromooth = 0;
350                                 }
351                         }
352                         
353                         return TRUE;
354                 }
355                 case WR_THINK:
356                 {
357                         if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
358                         {
359                                 ammo_amount = 0;
360                                 if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
361                                         ammo_amount = 1;
362                                 if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
363                                         ammo_amount += 1;
364
365                                 if(!ammo_amount)
366                                 {
367                                         WEP_ACTION(self.weapon, WR_RELOAD);
368                                         return FALSE;
369                                 }
370                                 
371                                 return TRUE;
372                         }
373                         if (self.BUTTON_ATCK)
374                         {
375                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
376                                 {
377                                                 W_Electro_Attack_Bolt();
378                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
379                                 }
380                         }
381                         else if(self.BUTTON_ATCK2)
382                         {
383                                 if(time >= self.electro_secondarytime)
384                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
385                                 {
386                                         W_Electro_Attack_Orbs();
387                                         self.electro_count = WEP_CVAR_SEC(electro, count);
388                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
389                                         self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
390                                 }
391                         }
392
393                         return TRUE;
394                 }
395                 case WR_INIT:
396                 {
397                         precache_model("models/weapons/g_electro.md3");
398                         precache_model("models/weapons/v_electro.md3");
399                         precache_model("models/weapons/h_electro.iqm");
400                         precache_sound("weapons/electro_bounce.wav");
401                         precache_sound("weapons/electro_fire.wav");
402                         precache_sound("weapons/electro_fire2.wav");
403                         precache_sound("weapons/electro_impact.wav");
404                         precache_sound("weapons/electro_impact_combo.wav");
405                         ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
406                         return TRUE;
407                 }
408                 case WR_SETUP:
409                 {
410                         self.current_ammo = ammo_cells;
411                         return TRUE;
412                 }
413                 case WR_CHECKAMMO1:
414                 {
415                         ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, ammo);
416                         ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
417                         return ammo_amount;
418                 }
419                 case WR_CHECKAMMO2:
420                 {
421                         if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
422                         {
423                                 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
424                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
425                         }
426                         else
427                         {
428                                 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo);
429                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
430                         }
431                         return ammo_amount;
432                 }
433                 case WR_CONFIG:
434                 {
435                         ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
436                         return TRUE;
437                 }
438                 case WR_RESETPLAYER:
439                 {
440                         self.electro_secondarytime = time;
441                         return TRUE;
442                 }
443                 case WR_RELOAD:
444                 {
445                         W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
446                         return TRUE;
447                 }
448                 case WR_SUICIDEMESSAGE:
449                 {
450                         if(w_deathtype & HITTYPE_SECONDARY)
451                                 return WEAPON_ELECTRO_SUICIDE_ORBS;
452                         else
453                                 return WEAPON_ELECTRO_SUICIDE_BOLT;
454                 }
455                 case WR_KILLMESSAGE:
456                 {
457                         if(w_deathtype & HITTYPE_SECONDARY)
458                         {
459                                 return WEAPON_ELECTRO_MURDER_ORBS;
460                         }
461                         else
462                         {
463                                 if(w_deathtype & HITTYPE_BOUNCE)
464                                         return WEAPON_ELECTRO_MURDER_COMBO;
465                                 else
466                                         return WEAPON_ELECTRO_MURDER_BOLT;
467                         }
468                 }
469         }
470         return TRUE;
471 }
472 #endif
473 #ifdef CSQC
474 float W_Electro(float req)
475 {
476         switch(req)
477         {
478                 case WR_IMPACTEFFECT:
479                 {
480                         vector org2;
481                         org2 = w_org + w_backoff * 6;
482                         if(w_deathtype & HITTYPE_SECONDARY)
483                         {
484                                 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
485                                 if(!w_issilent)
486                                         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
487                         }
488                         else
489                         {
490                                 if(w_deathtype & HITTYPE_BOUNCE)
491                                 {
492                                         // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
493                                         pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
494                                         if(!w_issilent)
495                                                 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
496                                 }
497                                 else
498                                 {
499                                         pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
500                                         if(!w_issilent)
501                                                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
502                                 }
503                         }
504                         
505                         return TRUE;
506                 }
507                 case WR_INIT:
508                 {
509                         precache_sound("weapons/electro_impact.wav");
510                         precache_sound("weapons/electro_impact_combo.wav");
511                         return TRUE;
512                 }
513         }
514         return TRUE;
515 }
516 #endif
517 #endif