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Fix the registration of LG
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_lightning.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ LIGHTNING,
4 /* function  */ w_lightning,
5 /* ammotype  */ IT_CELLS,
6 /* impulse   */ 5,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* model     */ "lightning",
10 /* shortname */ "lightning",
11 /* fullname  */ _("Lightning")
12 );
13 #else
14 #ifdef SVQC
15
16 // Declarations ========================= 
17 .vector hook_start, hook_end; // used for beam
18 .entity lightning_beam; // used for beam
19 .float BUTTON_ATCK_prev; // for better animation control
20 .float lg_fire_prev; // for better animation control
21
22 // Lightning functions ========================= 
23 float W_Lightning_Beam_Send(entity to, float sf)
24 {
25         WriteByte(MSG_ENTITY, ENT_CLIENT_LIGHTNING_BEAM);
26         sf = sf & 0x7F;
27         if(sound_allowed(MSG_BROADCAST, self.owner))
28                 sf |= 0x80;
29         WriteByte(MSG_ENTITY, sf);
30         if(sf & 1)
31         {
32                 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
33                 WriteCoord(MSG_ENTITY, autocvar_g_balance_lightning_primary_range);
34         }
35         if(sf & 2)
36         {
37                 WriteCoord(MSG_ENTITY, self.hook_start_x);
38                 WriteCoord(MSG_ENTITY, self.hook_start_y);
39                 WriteCoord(MSG_ENTITY, self.hook_start_z);
40         }
41         if(sf & 4)
42         {
43                 WriteCoord(MSG_ENTITY, self.hook_end_x);
44                 WriteCoord(MSG_ENTITY, self.hook_end_y);
45                 WriteCoord(MSG_ENTITY, self.hook_end_z);
46         }
47         return TRUE;
48 }
49
50 void W_Lightning_Beam_Think()
51 {
52         self.owner.lg_fire_prev = time;
53         if (self != self.owner.lightning_beam)
54         {
55                 remove(self);
56                 return;
57         }
58         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 || self.owner.freezetag_frozen)
59         {
60                 if(self == self.owner.lightning_beam)
61                         self.owner.lightning_beam = world;
62                 remove(self);
63                 return;
64         }
65
66         self.nextthink = time;
67
68         makevectors(self.owner.v_angle);
69
70         float dt, f;
71         dt = frametime;
72         if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
73         {
74                 if(autocvar_g_balance_lightning_primary_ammo)
75                 {
76                         dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_lightning_primary_ammo);
77                         self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_lightning_primary_ammo * frametime);
78                 }
79         }
80
81         W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_lightning_primary_damage * dt, autocvar_g_balance_lightning_primary_range);
82         WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
83
84         // apply the damage
85         if(trace_ent)
86         {
87                 vector force;
88                 force = w_shotdir * autocvar_g_balance_lightning_primary_force;
89
90                 f = ExponentialFalloff(autocvar_g_balance_lightning_primary_falloff_mindist, autocvar_g_balance_lightning_primary_falloff_maxdist, autocvar_g_balance_lightning_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
91
92                 if(accuracy_isgooddamage(self.owner, trace_ent))
93                         accuracy_add(self.owner, WEP_LIGHTNING, 0, autocvar_g_balance_lightning_primary_damage * dt * f);
94                 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_lightning_primary_damage * dt * f, WEP_LIGHTNING, trace_endpos, force * dt);
95         }
96
97         // draw effect
98         if(w_shotorg != self.hook_start)
99         {
100                 self.SendFlags |= 2;
101                 self.hook_start = w_shotorg;
102         }
103         if(w_shotend != self.hook_end)
104         {
105                 self.SendFlags |= 4;
106                 self.hook_end = w_shotend;
107         }
108 }
109
110 // Attack functions ========================= 
111 void W_Lightning_Attack1 (void)
112 {
113         // only play fire sound if 0.5 sec has passed since player let go the fire button
114         if(time - self.lg_fire_prev > 0.5)
115                 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
116
117         entity beam, oldself;
118
119         self.lightning_beam = beam = spawn();
120         beam.classname = "W_Lightning_Beam";
121         beam.solid = SOLID_NOT;
122         beam.think = W_Lightning_Beam_Think;
123         beam.owner = self;
124         beam.movetype = MOVETYPE_NONE;
125         beam.shot_spread = 1;
126         beam.bot_dodge = TRUE;
127         beam.bot_dodgerating = autocvar_g_balance_lightning_primary_damage;
128         Net_LinkEntity(beam, FALSE, 0, W_Lightning_Beam_Send);
129
130         oldself = self;
131         self = beam;
132         self.think();
133         self = oldself;
134 }
135
136 float w_lightning(float req)
137 {
138         if (req == WR_AIM)
139         {
140                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
141                 /*
142                 self.BUTTON_ATCK=FALSE;
143                 self.BUTTON_ATCK2=FALSE;
144                 if(vlen(self.origin-self.enemy.origin) > 1000)
145                         self.bot_aim_whichfiretype = 0;
146                 if(self.bot_aim_whichfiretype == 0)
147                 {
148                         float shoot;
149
150                         if(autocvar_g_balance_lightning_primary_speed)
151                                 shoot = bot_aim(autocvar_g_balance_lightning_primary_speed, 0, autocvar_g_balance_lightning_primary_lifetime, FALSE);
152                         else
153                                 shoot = bot_aim(1000000, 0, 0.001, FALSE);
154
155                         if(shoot)
156                         {
157                                 self.BUTTON_ATCK = TRUE;
158                                 if(random() < 0.01) self.bot_aim_whichfiretype = 1;
159                         }
160                 }
161                 else // todo
162                 {
163                         //if(bot_aim(autocvar_g_balance_lightning_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_lightning_secondary_lifetime, TRUE))
164                         //{
165                         //      self.BUTTON_ATCK2 = TRUE;
166                         //      if(random() < 0.03) self.bot_aim_whichfiretype = 0;
167                         //}
168                 }
169                 */
170         }
171         else if (req == WR_THINK)
172         {
173                 if (self.BUTTON_ATCK)
174                 {
175                         if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
176                                 /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
177                                         weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready);
178                                 else*/
179                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
180                         
181                         if (weapon_prepareattack(0, 0))
182                         {
183                                 if ((!self.lightning_beam) || wasfreed(self.lightning_beam))
184                                         W_Lightning_Attack1();
185                                 
186                                 if(!self.BUTTON_ATCK_prev)
187                                 {
188                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
189                                         self.BUTTON_ATCK_prev = 1;
190                                 }
191                         }
192                 } 
193                 else // todo
194                 {
195                         if (self.BUTTON_ATCK_prev != 0)
196                         {
197                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
198                                 ATTACK_FINISHED(self) = time + autocvar_g_balance_lightning_primary_refire * W_WeaponRateFactor();
199                         }
200                         self.BUTTON_ATCK_prev = 0;
201                 }
202
203                 //if (self.BUTTON_ATCK2)
204                         //if (weapon_prepareattack(1, autocvar_g_balance_lightning_secondary_refire))
205                         //{
206                         //      W_Lightning_Attack2();
207                         //      self.lightning_count = autocvar_g_balance_lightning_secondary_count;
208                         //      weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_lightning_secondary_animtime, w_lightning_checkattack);
209                         //      self.lightning_secondarytime = time + autocvar_g_balance_lightning_secondary_refire2 * W_WeaponRateFactor();
210                         //}
211         }
212         else if (req == WR_PRECACHE)
213         {
214                 precache_model ("models/weapons/g_lightning.md3");
215                 precache_model ("models/weapons/v_lightning.md3");
216                 precache_model ("models/weapons/h_lightning.iqm");
217                 //precache_sound ("weapons/lightning_bounce.wav");
218                 precache_sound ("weapons/lightning_fire.wav");
219                 precache_sound ("weapons/lightning_fire2.wav");
220                 precache_sound ("weapons/lightning_impact.wav");
221                 //precache_sound ("weapons/lightning_impact_combo.wav");
222                 //precache_sound ("weapons/W_Lightning_Beam_fire.wav");
223         }
224         else if (req == WR_SETUP)
225                 weapon_setup(WEP_LIGHTNING);
226         else if (req == WR_CHECKAMMO1)
227         {
228                 return !autocvar_g_balance_lightning_primary_ammo || (self.ammo_cells > 0);
229         }
230         else if (req == WR_CHECKAMMO2)
231                 return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo;
232         else if (req == WR_KILLMESSAGE)
233         {
234                 if(w_deathtype & HITTYPE_SECONDARY)
235                 {
236                         return WEAPON_ELECTRO_MURDER_ORBS;
237                 }
238                 else
239                 {
240                         if(w_deathtype & HITTYPE_BOUNCE)
241                                 return WEAPON_ELECTRO_MURDER_COMBO;
242                         else
243                                 return WEAPON_ELECTRO_MURDER_BOLT;
244                 }
245         }
246         else if (req == WR_RESETPLAYER)
247         {
248                 //self.lightning_secondarytime = time;
249         }
250         return TRUE;
251 };
252
253 void LightningInit()
254 {
255         weapon_action(WEP_LIGHTNING, WR_PRECACHE);
256         lightning_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 1);
257         lightning_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 2);
258         lightning_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 3);
259         lightning_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 4);
260 }
261
262 void spawnfunc_weapon_lightning (void) // should this really be here?
263 {
264         weapon_defaultspawnfunc(WEP_LIGHTNING);
265 }
266 #endif
267 #ifdef CSQC
268 float w_lightning(float req)
269 {
270         if(req == WR_IMPACTEFFECT)
271         {
272                 vector org2;
273                 org2 = w_org + w_backoff * 6;
274                 
275                 if(w_deathtype & HITTYPE_SECONDARY)
276                 {
277                         pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1);
278                         if(!w_issilent)
279                                 sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
280                 }
281                 else
282                 {
283                         pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1);
284                         if(!w_issilent)
285                                 sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
286                 }
287         }
288         else if(req == WR_PRECACHE)
289         {
290                 precache_sound("weapons/lightning_impact.wav");
291                 precache_sound("weapons/lightning_impact_combo.wav");
292         }
293         return TRUE;
294 }
295 #endif
296 #endif