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Reload if we don't have ammo for a certain attack. Prevents situations in which you...
[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_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 .float grenadelauncher_load;
9
10 void W_GrenadeLauncher_SetAmmoCounter()
11 {
12         // set clip_load to the weapon we have switched to, if the gun uses reloading
13         if(!autocvar_g_balance_grenadelauncher_reload_ammo)
14                 self.clip_load = 0; // also keeps crosshair ammo from displaying
15         else
16         {
17                 self.clip_load = self.grenadelauncher_load;
18                 self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
19         }
20 }
21
22 void W_GrenadeLauncher_ReloadedAndReady()
23 {
24         float t;
25
26         // now do the ammo transfer
27         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
28         while(self.clip_load < autocvar_g_balance_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
29         {
30                 self.clip_load += 1;
31                 self.ammo_rockets -= 1;
32         }
33         self.grenadelauncher_load = self.clip_load;
34
35         t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1;
36         ATTACK_FINISHED(self) = t;
37         w_ready();
38 }
39
40 void W_GrenadeLauncher_Reload()
41 {
42         // return if reloading is disabled for this weapon
43         if(!autocvar_g_balance_grenadelauncher_reload_ammo)
44                 return;
45
46         if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)))
47                 return;
48
49         float t;
50
51         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
52
53         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_grenadelauncher_reload_time + 1;
54         ATTACK_FINISHED(self) = t;
55
56         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady);
57
58         self.old_clip_load = self.clip_load;
59         self.clip_load = -1;
60 }
61
62 void W_Grenade_Explode (void)
63 {
64         if(other.takedamage == DAMAGE_AIM)
65                 if(other.classname == "player")
66                         if(IsDifferentTeam(self.owner, other))
67                                 if(other.deadflag == DEAD_NO)
68                                         if(IsFlying(other))
69                                                 AnnounceTo(self.owner, "airshot");
70
71         self.event_damage = SUB_Null;
72         self.takedamage = DAMAGE_NO;
73
74         if(self.movetype == MOVETYPE_NONE)
75                 self.velocity = self.oldvelocity;
76
77         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);
78
79         remove (self);
80 }
81
82 void W_Grenade_Explode2 (void)
83 {
84         if(other.takedamage == DAMAGE_AIM)
85                 if(other.classname == "player")
86                         if(IsDifferentTeam(self.owner, other))
87                                 if(IsFlying(other))
88                                         AnnounceTo(self.owner, "airshot");
89
90         self.event_damage = SUB_Null;
91         self.takedamage = DAMAGE_NO;
92
93         if(self.movetype == MOVETYPE_NONE)
94                 self.velocity = self.oldvelocity;
95
96         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);
97
98         remove (self);
99 }
100
101 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
102 {
103         if (self.health <= 0)
104                 return;
105         self.health = self.health - damage;
106         if (self.health <= 0)
107         {
108                 W_PrepareExplosionByDamage(attacker, self.think);
109         }
110 }
111
112 void W_Grenade_Think1 (void)
113 {
114         self.nextthink = time;
115         if (time > self.cnt)
116         {
117                 other = world;
118                 self.projectiledeathtype |= HITTYPE_BOUNCE;
119                 W_Grenade_Explode ();
120                 return;
121         }
122         if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
123                 W_Grenade_Explode();
124 }
125
126 void W_Grenade_Touch1 (void)
127 {
128         PROJECTILE_TOUCH;
129         if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
130         {
131                 self.use ();
132         }
133         else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
134         {
135                 float r;
136                 r = random() * 6;
137                 if(r < 1)
138                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
139                 else if(r < 2)
140                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
141                 else if(r < 3)
142                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
143                 else if(r < 4)
144                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
145                 else if(r < 5)
146                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
147                 else
148                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
149                 self.projectiledeathtype |= HITTYPE_BOUNCE;
150                 self.gl_bouncecnt += 1;
151         }
152         else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
153         {
154                 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
155
156                 // let it stick whereever it is
157                 self.oldvelocity = self.velocity;
158                 self.velocity = '0 0 0';
159                 self.movetype = MOVETYPE_NONE; // also disables gravity
160                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
161                 UpdateCSQCProjectile(self);
162
163                 // do not respond to any more touches
164                 self.solid = SOLID_NOT;
165
166                 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
167         }
168 }
169
170 void W_Grenade_Touch2 (void)
171 {
172         PROJECTILE_TOUCH;
173         if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
174         {
175                 self.use ();
176         }
177         else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
178         {
179                 float r;
180                 r = random() * 6;
181                 if(r < 1)
182                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
183                 else if(r < 2)
184                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
185                 else if(r < 3)
186                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
187                 else if(r < 4)
188                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
189                 else if(r < 5)
190                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
191                 else
192                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
193                 self.projectiledeathtype |= HITTYPE_BOUNCE;
194                 self.gl_bouncecnt += 1;
195         }
196         else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
197         {
198                 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
199
200                 // let it stick whereever it is
201                 self.oldvelocity = self.velocity;
202                 self.velocity = '0 0 0';
203                 self.movetype = MOVETYPE_NONE; // also disables gravity
204                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
205                 UpdateCSQCProjectile(self);
206
207                 // do not respond to any more touches
208                 self.solid = SOLID_NOT;
209
210                 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
211         }
212 }
213
214 void W_Grenade_Attack (void)
215 {
216         local entity gren;
217
218         // if there's not enough ammo for this attack (but we still have the weapon), reload
219         if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < autocvar_g_balance_grenadelauncher_primary_ammo)
220         {
221                 W_GrenadeLauncher_Reload();
222                 return;
223         }
224
225         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
226         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
227         {
228                 if(autocvar_g_balance_grenadelauncher_reload_ammo)
229                 {
230                         self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
231                         self.grenadelauncher_load = self.clip_load;
232                 }
233                 else
234                         self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
235         }
236
237         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
238         w_shotdir = v_forward; // no TrueAim for grenades please
239
240         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
241
242         gren = spawn ();
243         gren.owner = self;
244         gren.classname = "grenade";
245         gren.bot_dodge = TRUE;
246         gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
247         gren.movetype = MOVETYPE_BOUNCE;
248         gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
249         gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
250         PROJECTILE_MAKETRIGGER(gren);
251         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
252         setorigin(gren, w_shotorg);
253         setsize(gren, '-3 -3 -3', '3 3 3');
254
255         gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
256         gren.nextthink = time;
257         gren.think = W_Grenade_Think1;
258         gren.use = W_Grenade_Explode;
259         gren.touch = W_Grenade_Touch1;
260
261         gren.takedamage = DAMAGE_YES;
262         gren.health = autocvar_g_balance_grenadelauncher_primary_health;
263         gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
264         gren.event_damage = W_Grenade_Damage;
265         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
266
267         gren.angles = vectoangles (gren.velocity);
268         gren.flags = FL_PROJECTILE;
269
270         if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
271                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
272         else
273                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
274
275         other = gren; MUTATOR_CALLHOOK(EditProjectile);
276 }
277
278 void W_Grenade_Attack2 (void)
279 {
280         local entity gren;
281
282         // if there's not enough ammo for this attack (but we still have the weapon), reload
283         if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < autocvar_g_balance_grenadelauncher_secondary_ammo)
284         {
285                 W_GrenadeLauncher_Reload();
286                 return;
287         }
288
289         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
290         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
291         {
292                 if(autocvar_g_balance_grenadelauncher_reload_ammo)
293                 {
294                         self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
295                         self.grenadelauncher_load = self.clip_load;
296                 }
297                 else
298                         self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
299         }
300
301         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
302         w_shotdir = v_forward; // no TrueAim for grenades please
303
304         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
305
306         gren = spawn ();
307         gren.owner = self;
308         gren.classname = "grenade";
309         gren.bot_dodge = TRUE;
310         gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
311         gren.movetype = MOVETYPE_BOUNCE;
312         gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
313         gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
314         PROJECTILE_MAKETRIGGER(gren);
315         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
316         setorigin(gren, w_shotorg);
317         setsize(gren, '-3 -3 -3', '3 3 3');
318
319         gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
320         gren.think = adaptor_think2use_hittype_splash;
321         gren.use = W_Grenade_Explode2;
322         gren.touch = W_Grenade_Touch2;
323
324         gren.takedamage = DAMAGE_YES;
325         gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
326         gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
327         gren.event_damage = W_Grenade_Damage;
328         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
329
330         gren.angles = vectoangles (gren.velocity);
331         gren.flags = FL_PROJECTILE;
332
333         if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
334                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
335         else
336                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
337
338         other = gren; MUTATOR_CALLHOOK(EditProjectile);
339 }
340
341 void spawnfunc_weapon_grenadelauncher (void)
342 {
343         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
344 }
345
346 .float bot_secondary_grenademooth;
347 float w_glauncher(float req)
348 {
349         entity nade;
350         float nadefound;
351
352         if (req == WR_AIM)
353         {
354                 self.BUTTON_ATCK = FALSE;
355                 self.BUTTON_ATCK2 = FALSE;
356                 if (self.bot_secondary_grenademooth == 0)
357                 {
358                         if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
359                         {
360                                 self.BUTTON_ATCK = TRUE;
361                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
362                         }
363                 }
364                 else
365                 {
366                         if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
367                         {
368                                 self.BUTTON_ATCK2 = TRUE;
369                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
370                         }
371                 }
372         }
373         else if (req == WR_THINK)
374         {
375                 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
376                         W_GrenadeLauncher_Reload();
377                 else if (self.BUTTON_ATCK)
378                 {
379                         if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
380                         {
381                                 W_Grenade_Attack();
382                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
383                         }
384                 }
385                 else if (self.BUTTON_ATCK2)
386                 {
387                         if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
388                         {
389                                 nadefound = 0;
390                                 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
391                                 {
392                                         if(!nade.gl_detonate_later)
393                                         {
394                                                 nade.gl_detonate_later = TRUE;
395                                                 nadefound = 1;
396                                         }
397                                 }
398                                 if(nadefound)
399                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
400                         }
401                         else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
402                         {
403                                 W_Grenade_Attack2();
404                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
405                         }
406                 }
407         if(self.wish_reload)
408         {
409             if(self.switchweapon == self.weapon)
410             {
411                 if(self.weaponentity.state == WS_READY)
412                 {
413                     self.wish_reload = 0;
414                     W_GrenadeLauncher_Reload();
415                 }
416             }
417         }
418         }
419         else if (req == WR_PRECACHE)
420         {
421                 precache_model ("models/weapons/g_gl.md3");
422                 precache_model ("models/weapons/v_gl.md3");
423                 precache_model ("models/weapons/h_gl.iqm");
424                 precache_sound ("weapons/grenade_bounce1.wav");
425                 precache_sound ("weapons/grenade_bounce2.wav");
426                 precache_sound ("weapons/grenade_bounce3.wav");
427                 precache_sound ("weapons/grenade_bounce4.wav");
428                 precache_sound ("weapons/grenade_bounce5.wav");
429                 precache_sound ("weapons/grenade_bounce6.wav");
430                 precache_sound ("weapons/grenade_stick.wav");
431                 precache_sound ("weapons/grenade_fire.wav");
432         }
433         else if (req == WR_SETUP)
434         {
435                 weapon_setup(WEP_GRENADE_LAUNCHER);
436                 W_GrenadeLauncher_SetAmmoCounter();
437         }
438         else if (req == WR_CHECKAMMO1)
439         {
440                 if(autocvar_g_balance_grenadelauncher_reload_ammo)
441                         return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo;
442                 else
443                         return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
444         }
445         else if (req == WR_CHECKAMMO2)
446         {
447                 if(autocvar_g_balance_grenadelauncher_reload_ammo)
448                         return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo;
449                 else
450                         return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
451         }
452         return TRUE;
453 };
454 #endif
455 #ifdef CSQC
456 float w_glauncher(float req)
457 {
458         if(req == WR_IMPACTEFFECT)
459         {
460                 vector org2;
461                 org2 = w_org + w_backoff * 12;
462                 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
463                 if(!w_issilent)
464                         sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
465         }
466         else if(req == WR_PRECACHE)
467         {
468                 precache_sound("weapons/grenade_impact.wav");
469         }
470         else if (req == WR_SUICIDEMESSAGE)
471         {
472                 if(w_deathtype & HITTYPE_SECONDARY)
473                         w_deathtypestring = "%s tried out his own grenade";
474                 else
475                         w_deathtypestring = "%s detonated";
476         }
477         else if (req == WR_KILLMESSAGE)
478         {
479                 if(w_deathtype & HITTYPE_SPLASH)
480                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
481                                 w_deathtypestring = "%s didn't see %s's grenade";
482                         else // unchecked: SECONDARY
483                                 w_deathtypestring = "%s almost dodged %s's grenade";
484                 else // unchecked: SECONDARY, BOUNCE
485                         w_deathtypestring = "%s ate %s's grenade";
486         }
487         else if (req == WR_RELOAD)
488         {
489                 W_GrenadeLauncher_Reload();
490         }
491         return TRUE;
492 }
493 #endif
494 #endif