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First phase, second part.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_grenadelauncher.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar"))
3 #else
4 #ifdef SVQC
5 .float gl_detonate_later;
6 .float gl_bouncecnt;
7
8 void W_Grenade_Explode (void)
9 {
10         if(other.takedamage == DAMAGE_AIM)
11                 if(other.classname == "player")
12                         if(IsDifferentTeam(self.owner, other))
13                                 if(other.deadflag == DEAD_NO)
14                                         if(IsFlying(other))
15                                                 AnnounceTo(self.owner, "airshot");
16
17         self.event_damage = SUB_Null;
18         self.takedamage = DAMAGE_NO;
19
20         if(self.movetype == MOVETYPE_NONE)
21                 self.velocity = self.oldvelocity;
22
23         RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other);
24
25         remove (self);
26 }
27
28 void W_Grenade_Explode2 (void)
29 {
30         if(other.takedamage == DAMAGE_AIM)
31                 if(other.classname == "player")
32                         if(IsDifferentTeam(self.owner, other))
33                                 if(IsFlying(other))
34                                         AnnounceTo(self.owner, "airshot");
35
36         self.event_damage = SUB_Null;
37         self.takedamage = DAMAGE_NO;
38
39         if(self.movetype == MOVETYPE_NONE)
40                 self.velocity = self.oldvelocity;
41
42         RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other);
43
44         remove (self);
45 }
46
47 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
48 {
49         if (self.health <= 0)
50                 return;
51         self.health = self.health - damage;
52         if (self.health <= 0)
53         {
54                 W_PrepareExplosionByDamage(attacker, self.think);
55         }
56 }
57
58 void W_Grenade_Think1 (void)
59 {
60         self.nextthink = time;
61         if (time > self.cnt)
62         {
63                 other = world;
64                 self.projectiledeathtype |= HITTYPE_BOUNCE;
65                 W_Grenade_Explode ();
66                 return;
67         }
68         if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
69                 W_Grenade_Explode();
70 }
71
72 void W_Grenade_Touch1 (void)
73 {
74         PROJECTILE_TOUCH;
75         if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
76         {
77                 self.use ();
78         }
79         else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
80         {
81                 float r;
82                 r = random() * 6;
83                 if(r < 1)
84                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
85                 else if(r < 2)
86                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
87                 else if(r < 3)
88                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
89                 else if(r < 4)
90                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
91                 else if(r < 5)
92                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
93                 else
94                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
95                 self.projectiledeathtype |= HITTYPE_BOUNCE;
96                 self.gl_bouncecnt += 1;
97         }
98         else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
99         {
100                 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
101
102                 // let it stick whereever it is
103                 self.oldvelocity = self.velocity;
104                 self.velocity = '0 0 0';
105                 self.movetype = MOVETYPE_NONE; // also disables gravity
106                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
107                 UpdateCSQCProjectile(self);
108
109                 // do not respond to any more touches
110                 self.solid = SOLID_NOT;
111
112                 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
113         }
114 }
115
116 void W_Grenade_Touch2 (void)
117 {
118         PROJECTILE_TOUCH;
119         if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
120         {
121                 self.use ();
122         }
123         else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
124         {
125                 float r;
126                 r = random() * 6;
127                 if(r < 1)
128                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
129                 else if(r < 2)
130                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
131                 else if(r < 3)
132                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
133                 else if(r < 4)
134                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
135                 else if(r < 5)
136                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
137                 else
138                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
139                 self.projectiledeathtype |= HITTYPE_BOUNCE;
140                 self.gl_bouncecnt += 1;
141         }
142         else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
143         {
144                 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
145
146                 // let it stick whereever it is
147                 self.oldvelocity = self.velocity;
148                 self.velocity = '0 0 0';
149                 self.movetype = MOVETYPE_NONE; // also disables gravity
150                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
151                 UpdateCSQCProjectile(self);
152
153                 // do not respond to any more touches
154                 self.solid = SOLID_NOT;
155
156                 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
157         }
158 }
159
160 void W_Grenade_Attack (void)
161 {
162         local entity gren;
163
164         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
165         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
166         {
167                 if(autocvar_g_balance_grenadelauncher_reload_ammo)
168                 {
169                         self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
170                         self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
171                 }
172                 else
173                         self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
174         }
175
176         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
177         w_shotdir = v_forward; // no TrueAim for grenades please
178
179         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
180
181         gren = spawn ();
182         gren.owner = self;
183         gren.classname = "grenade";
184         gren.bot_dodge = TRUE;
185         gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
186         gren.movetype = MOVETYPE_BOUNCE;
187         gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
188         gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
189         PROJECTILE_MAKETRIGGER(gren);
190         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
191         setorigin(gren, w_shotorg);
192         setsize(gren, '-3 -3 -3', '3 3 3');
193
194         gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
195         gren.nextthink = time;
196         gren.think = W_Grenade_Think1;
197         gren.use = W_Grenade_Explode;
198         gren.touch = W_Grenade_Touch1;
199
200         gren.takedamage = DAMAGE_YES;
201         gren.health = autocvar_g_balance_grenadelauncher_primary_health;
202         gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
203         gren.event_damage = W_Grenade_Damage;
204         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
205
206         gren.angles = vectoangles (gren.velocity);
207         gren.flags = FL_PROJECTILE;
208
209         if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
210                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
211         else
212                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
213
214         other = gren; MUTATOR_CALLHOOK(EditProjectile);
215 }
216
217 void W_Grenade_Attack2 (void)
218 {
219         local entity gren;
220
221         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
222         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
223         {
224                 if(autocvar_g_balance_grenadelauncher_reload_ammo)
225                 {
226                         self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
227                         self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
228                 }
229                 else
230                         self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
231         }
232
233         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
234         w_shotdir = v_forward; // no TrueAim for grenades please
235
236         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
237
238         gren = spawn ();
239         gren.owner = self;
240         gren.classname = "grenade";
241         gren.bot_dodge = TRUE;
242         gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
243         gren.movetype = MOVETYPE_BOUNCE;
244         gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
245         gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
246         PROJECTILE_MAKETRIGGER(gren);
247         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
248         setorigin(gren, w_shotorg);
249         setsize(gren, '-3 -3 -3', '3 3 3');
250
251         gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
252         gren.think = adaptor_think2use_hittype_splash;
253         gren.use = W_Grenade_Explode2;
254         gren.touch = W_Grenade_Touch2;
255
256         gren.takedamage = DAMAGE_YES;
257         gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
258         gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
259         gren.event_damage = W_Grenade_Damage;
260         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
261
262         gren.angles = vectoangles (gren.velocity);
263         gren.flags = FL_PROJECTILE;
264
265         if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
266                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
267         else
268                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
269
270         other = gren; MUTATOR_CALLHOOK(EditProjectile);
271 }
272
273 void spawnfunc_weapon_grenadelauncher (void)
274 {
275         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
276 }
277
278 .float bot_secondary_grenademooth;
279 float w_glauncher(float req)
280 {
281         entity nade;
282         float nadefound;
283         float ammo_amount;
284
285         if (req == WR_AIM)
286         {
287                 self.BUTTON_ATCK = FALSE;
288                 self.BUTTON_ATCK2 = FALSE;
289                 if (self.bot_secondary_grenademooth == 0)
290                 {
291                         if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
292                         {
293                                 self.BUTTON_ATCK = TRUE;
294                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
295                         }
296                 }
297                 else
298                 {
299                         if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
300                         {
301                                 self.BUTTON_ATCK2 = TRUE;
302                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
303                         }
304                 }
305         }
306         else if (req == WR_THINK)
307         {
308                 if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
309                         weapon_action(self.weapon, WR_RELOAD);
310                 else if (self.BUTTON_ATCK)
311                 {
312                         if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
313                         {
314                                 W_Grenade_Attack();
315                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
316                         }
317                 }
318                 else if (self.BUTTON_ATCK2)
319                 {
320                         if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
321                         {
322                                 nadefound = 0;
323                                 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
324                                 {
325                                         if(!nade.gl_detonate_later)
326                                         {
327                                                 nade.gl_detonate_later = TRUE;
328                                                 nadefound = 1;
329                                         }
330                                 }
331                                 if(nadefound)
332                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
333                         }
334                         else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
335                         {
336                                 W_Grenade_Attack2();
337                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
338                         }
339                 }
340         }
341         else if (req == WR_PRECACHE)
342         {
343                 precache_model ("models/weapons/g_gl.md3");
344                 precache_model ("models/weapons/v_gl.md3");
345                 precache_model ("models/weapons/h_gl.iqm");
346                 precache_sound ("weapons/grenade_bounce1.wav");
347                 precache_sound ("weapons/grenade_bounce2.wav");
348                 precache_sound ("weapons/grenade_bounce3.wav");
349                 precache_sound ("weapons/grenade_bounce4.wav");
350                 precache_sound ("weapons/grenade_bounce5.wav");
351                 precache_sound ("weapons/grenade_bounce6.wav");
352                 precache_sound ("weapons/grenade_stick.wav");
353                 precache_sound ("weapons/grenade_fire.wav");
354                 precache_sound ("weapons/reload.wav");
355         }
356         else if (req == WR_SETUP)
357         {
358                 weapon_setup(WEP_GRENADE_LAUNCHER);
359         }
360         else if (req == WR_CHECKAMMO1)
361         {
362                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
363                 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
364                 return ammo_amount;
365         }
366         else if (req == WR_CHECKAMMO2)
367         {
368                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
369                 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
370                 return ammo_amount;
371         }
372         else if (req == WR_RELOAD)
373         {
374                 W_Reload(ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
375         }
376         return TRUE;
377 };
378 #endif
379 #ifdef CSQC
380 float w_glauncher(float req)
381 {
382         if(req == WR_IMPACTEFFECT)
383         {
384                 vector org2;
385                 org2 = w_org + w_backoff * 12;
386                 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
387                 if(!w_issilent)
388                         sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
389         }
390         else if(req == WR_PRECACHE)
391         {
392                 precache_sound("weapons/grenade_impact.wav");
393         }
394         else if (req == WR_SUICIDEMESSAGE)
395         {
396                 if(w_deathtype & HITTYPE_SECONDARY)
397                         w_deathtypestring = _("%s tried out his own grenade");
398                 else
399                         w_deathtypestring = _("%s detonated");
400         }
401         else if (req == WR_KILLMESSAGE)
402         {
403                 if(w_deathtype & HITTYPE_SPLASH)
404                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
405                                 w_deathtypestring = _("%s didn't see %s's grenade");
406                         else // unchecked: SECONDARY
407                                 w_deathtypestring = _("%s almost dodged %s's grenade");
408                 else // unchecked: SECONDARY, BOUNCE
409                         w_deathtypestring = _("%s ate %s's grenade");
410         }
411         return TRUE;
412 }
413 #endif
414 #endif