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1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ MORTAR,
4 /* function  */ W_Mortar,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 4,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* color     */ '1 0 0',
10 /* modelname */ "gl",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
13 /* wepimg    */ "weapongrenadelauncher",
14 /* refname   */ "mortar",
15 /* wepname   */ _("Mortar")
16 );
17
18 #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
19 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, BOTH, ammo) \
21         w_cvar(id, sn, BOTH, animtime) \
22         w_cvar(id, sn, NONE, bouncefactor) \
23         w_cvar(id, sn, NONE, bouncestop) \
24         w_cvar(id, sn, BOTH, damage) \
25         w_cvar(id, sn, BOTH, damageforcescale) \
26         w_cvar(id, sn, BOTH, edgedamage) \
27         w_cvar(id, sn, BOTH, force) \
28         w_cvar(id, sn, BOTH, health) \
29         w_cvar(id, sn, BOTH, lifetime) \
30         w_cvar(id, sn, SEC,  lifetime_bounce) \
31         w_cvar(id, sn, BOTH, lifetime_stick) \
32         w_cvar(id, sn, BOTH, radius) \
33         w_cvar(id, sn, BOTH, refire) \
34         w_cvar(id, sn, SEC,  remote_detonateprimary) \
35         w_cvar(id, sn, PRI,  remote_minbouncecnt) \
36         w_cvar(id, sn, BOTH, speed) \
37         w_cvar(id, sn, BOTH, speed_up) \
38         w_cvar(id, sn, BOTH, speed_z) \
39         w_cvar(id, sn, BOTH, spread) \
40         w_cvar(id, sn, BOTH, type) \
41         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
42         w_prop(id, sn, float,  reloading_time, reload_time) \
43         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
44         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
45         w_prop(id, sn, string, weaponreplace, weaponreplace) \
46         w_prop(id, sn, float,  weaponstart, weaponstart) \
47         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
48         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
49
50 #ifdef SVQC
51 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
52 .float gl_detonate_later;
53 .float gl_bouncecnt;
54 #endif
55 #endif
56 #ifdef IMPLEMENTATION
57 #ifdef SVQC
58
59 void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
60 void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
61
62 void W_Mortar_Grenade_Explode(void)
63 {SELFPARAM();
64         if(other.takedamage == DAMAGE_AIM)
65                 if(IS_PLAYER(other))
66                         if(DIFF_TEAM(self.realowner, other))
67                                 if(other.deadflag == DEAD_NO)
68                                         if(IsFlying(other))
69                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
70
71         self.event_damage = func_null;
72         self.takedamage = DAMAGE_NO;
73
74         if(self.movetype == MOVETYPE_NONE)
75                 self.velocity = self.oldvelocity;
76
77         RadiusDamage(self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
78
79         remove(self);
80 }
81
82 void W_Mortar_Grenade_Explode2(void)
83 {SELFPARAM();
84         if(other.takedamage == DAMAGE_AIM)
85                 if(IS_PLAYER(other))
86                         if(DIFF_TEAM(self.realowner, other))
87                                 if(other.deadflag == DEAD_NO)
88                                         if(IsFlying(other))
89                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
90
91         self.event_damage = func_null;
92         self.takedamage = DAMAGE_NO;
93
94         if(self.movetype == MOVETYPE_NONE)
95                 self.velocity = self.oldvelocity;
96
97         RadiusDamage(self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
98
99         remove(self);
100 }
101
102
103 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
104 {SELFPARAM();
105         if(self.health <= 0)
106                 return;
107
108         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
109                 return; // g_projectiles_damage says to halt
110
111         self.health = self.health - damage;
112
113         if(self.health <= 0)
114                 W_PrepareExplosionByDamage(attacker, self.use);
115 }
116
117 void W_Mortar_Grenade_Think1(void)
118 {SELFPARAM();
119         self.nextthink = time;
120         if(time > self.cnt)
121         {
122                 other = world;
123                 self.projectiledeathtype |= HITTYPE_BOUNCE;
124                 W_Mortar_Grenade_Explode();
125                 return;
126         }
127         if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
128                 W_Mortar_Grenade_Explode();
129 }
130
131 void W_Mortar_Grenade_Touch1(void)
132 {SELFPARAM();
133         PROJECTILE_TOUCH;
134         if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
135         {
136                 self.use();
137         }
138         else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
139         {
140                 spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
141                 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
142                 self.projectiledeathtype |= HITTYPE_BOUNCE;
143                 self.gl_bouncecnt += 1;
144         }
145         else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
146         {
147                 spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
148
149                 // let it stick whereever it is
150                 self.oldvelocity = self.velocity;
151                 self.velocity = '0 0 0';
152                 self.movetype = MOVETYPE_NONE; // also disables gravity
153                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
154                 UpdateCSQCProjectile(self);
155
156                 // do not respond to any more touches
157                 self.solid = SOLID_NOT;
158
159                 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
160         }
161 }
162
163 void W_Mortar_Grenade_Touch2(void)
164 {SELFPARAM();
165         PROJECTILE_TOUCH;
166         if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
167         {
168                 self.use();
169         }
170         else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
171         {
172                 spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
173                 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
174                 self.projectiledeathtype |= HITTYPE_BOUNCE;
175                 self.gl_bouncecnt += 1;
176
177                 if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
178                         self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
179
180         }
181         else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
182         {
183                 spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
184
185                 // let it stick whereever it is
186                 self.oldvelocity = self.velocity;
187                 self.velocity = '0 0 0';
188                 self.movetype = MOVETYPE_NONE; // also disables gravity
189                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
190                 UpdateCSQCProjectile(self);
191
192                 // do not respond to any more touches
193                 self.solid = SOLID_NOT;
194
195                 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
196         }
197 }
198
199 void W_Mortar_Attack(void)
200 {SELFPARAM();
201         entity gren;
202
203         W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
204
205         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
206         w_shotdir = v_forward; // no TrueAim for grenades please
207
208         Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
209
210         gren = spawn();
211         gren.owner = gren.realowner = self;
212         gren.classname = "grenade";
213         gren.bot_dodge = true;
214         gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
215         gren.movetype = MOVETYPE_BOUNCE;
216         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
217         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
218         PROJECTILE_MAKETRIGGER(gren);
219         gren.projectiledeathtype = WEP_MORTAR.m_id;
220         setorigin(gren, w_shotorg);
221         setsize(gren, '-3 -3 -3', '3 3 3');
222
223         gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
224         gren.nextthink = time;
225         gren.think = W_Mortar_Grenade_Think1;
226         gren.use = W_Mortar_Grenade_Explode;
227         gren.touch = W_Mortar_Grenade_Touch1;
228
229         gren.takedamage = DAMAGE_YES;
230         gren.health = WEP_CVAR_PRI(mortar, health);
231         gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
232         gren.event_damage = W_Mortar_Grenade_Damage;
233         gren.damagedbycontents = true;
234         gren.missile_flags = MIF_SPLASH | MIF_ARC;
235         W_SetupProjVelocity_UP_PRI(gren, mortar);
236
237         gren.angles = vectoangles(gren.velocity);
238         gren.flags = FL_PROJECTILE;
239
240         if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
241                 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
242         else
243                 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
244
245         MUTATOR_CALLHOOK(EditProjectile, self, gren);
246 }
247
248 void W_Mortar_Attack2(void)
249 {SELFPARAM();
250         entity gren;
251
252         W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
253
254         W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
255         w_shotdir = v_forward; // no TrueAim for grenades please
256
257         Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
258
259         gren = spawn();
260         gren.owner = gren.realowner = self;
261         gren.classname = "grenade";
262         gren.bot_dodge = true;
263         gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
264         gren.movetype = MOVETYPE_BOUNCE;
265         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
266         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
267         PROJECTILE_MAKETRIGGER(gren);
268         gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
269         setorigin(gren, w_shotorg);
270         setsize(gren, '-3 -3 -3', '3 3 3');
271
272         gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
273         gren.think = adaptor_think2use_hittype_splash;
274         gren.use = W_Mortar_Grenade_Explode2;
275         gren.touch = W_Mortar_Grenade_Touch2;
276
277         gren.takedamage = DAMAGE_YES;
278         gren.health = WEP_CVAR_SEC(mortar, health);
279         gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
280         gren.event_damage = W_Mortar_Grenade_Damage;
281         gren.damagedbycontents = true;
282         gren.missile_flags = MIF_SPLASH | MIF_ARC;
283         W_SetupProjVelocity_UP_SEC(gren, mortar);
284
285         gren.angles = vectoangles(gren.velocity);
286         gren.flags = FL_PROJECTILE;
287
288         if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
289                 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
290         else
291                 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
292
293         MUTATOR_CALLHOOK(EditProjectile, self, gren);
294 }
295
296 .float bot_secondary_grenademooth;
297 bool W_Mortar(int req)
298 {SELFPARAM();
299         entity nade;
300         float nadefound;
301         float ammo_amount;
302         switch(req)
303         {
304                 case WR_AIM:
305                 {
306                         self.BUTTON_ATCK = false;
307                         self.BUTTON_ATCK2 = false;
308                         if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
309                         {
310                                 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
311                                 {
312                                         self.BUTTON_ATCK = true;
313                                         if(random() < 0.01) self.bot_secondary_grenademooth = 1;
314                                 }
315                         }
316                         else
317                         {
318                                 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
319                                 {
320                                         self.BUTTON_ATCK2 = true;
321                                         if(random() < 0.02) self.bot_secondary_grenademooth = 0;
322                                 }
323                         }
324
325                         return true;
326                 }
327                 /*case WR_CALCINFO:
328                 {
329                         wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
330                         wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
331                         wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
332
333                         // for the range calculation, closer to 1 is better
334                         wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
335                         wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
336
337                         wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
338                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
339
340                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
341                         wepinfo_ter_dps = 0;
342                         */
343                 case WR_THINK:
344                 {
345                         if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
346                                 WEP_ACTION(self.weapon, WR_RELOAD);
347                         else if(self.BUTTON_ATCK)
348                         {
349                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
350                                 {
351                                         W_Mortar_Attack();
352                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
353                                 }
354                         }
355                         else if(self.BUTTON_ATCK2)
356                         {
357                                 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
358                                 {
359                                         nadefound = 0;
360                                         for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
361                                         {
362                                                 if(!nade.gl_detonate_later)
363                                                 {
364                                                         nade.gl_detonate_later = true;
365                                                         nadefound = 1;
366                                                 }
367                                         }
368                                         if(nadefound)
369                                                 sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
370                                 }
371                                 else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
372                                 {
373                                         W_Mortar_Attack2();
374                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
375                                 }
376                         }
377
378                         return true;
379                 }
380                 case WR_INIT:
381                 {
382                         MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
383                         return true;
384                 }
385                 case WR_CHECKAMMO1:
386                 {
387                         ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
388                         ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
389                         return ammo_amount;
390                 }
391                 case WR_CHECKAMMO2:
392                 {
393                         ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
394                         ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
395                         return ammo_amount;
396                 }
397                 case WR_CONFIG:
398                 {
399                         MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
400                         return true;
401                 }
402                 case WR_RELOAD:
403                 {
404                         W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
405                         return true;
406                 }
407                 case WR_SUICIDEMESSAGE:
408                 {
409                         if(w_deathtype & HITTYPE_SECONDARY)
410                                 return WEAPON_MORTAR_SUICIDE_BOUNCE;
411                         else
412                                 return WEAPON_MORTAR_SUICIDE_EXPLODE;
413                 }
414                 case WR_KILLMESSAGE:
415                 {
416                         if(w_deathtype & HITTYPE_SECONDARY)
417                                 return WEAPON_MORTAR_MURDER_BOUNCE;
418                         else
419                                 return WEAPON_MORTAR_MURDER_EXPLODE;
420                 }
421         }
422         return false;
423 }
424 #endif
425 #ifdef CSQC
426 bool W_Mortar(int req)
427 {SELFPARAM();
428         switch(req)
429         {
430                 case WR_IMPACTEFFECT:
431                 {
432                         vector org2;
433                         org2 = w_org + w_backoff * 12;
434                         pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1);
435                         if(!w_issilent)
436                                 sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
437
438                         return true;
439                 }
440                 case WR_INIT:
441                 {
442                         return true;
443                 }
444                 case WR_ZOOMRETICLE:
445                 {
446                         // no weapon specific image for this weapon
447                         return false;
448                 }
449         }
450         return false;
451 }
452 #endif
453 #endif