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1 #include "vaporizer.qh"
2
3 REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
4
5 #if defined(SVQC)
6 void SendCSQCVaporizerBeamParticle(entity player, int hit) {
7         vector v;
8         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
9         WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
10         WriteVector(MSG_BROADCAST, w_shotorg);
11         WriteVector(MSG_BROADCAST, v);
12         WriteByte(MSG_BROADCAST, hit);
13         WriteByte(MSG_BROADCAST, etof(player));
14         WriteByte(MSG_BROADCAST, player.team);
15 }
16 #elif defined(CSQC)
17 bool autocvar_cl_vaporizerbeam_particle = false;
18 float autocvar_cl_vaporizerbeam_lifetime = 0.8;
19 float autocvar_cl_vaporizerbeam_colorboost = 0.7;
20
21 string Draw_VaporizerBeam_trace_callback_tex;
22 float Draw_VaporizerBeam_trace_callback_rnd;
23 vector Draw_VaporizerBeam_trace_callback_rgb;
24 float Draw_VaporizerBeam_trace_callback_a;
25 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
26 {
27         float i;
28         vector vorg;
29         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
30         for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
31                 Draw_CylindricLine(hit, start, 8, Draw_VaporizerBeam_trace_callback_tex, 0.25, Draw_VaporizerBeam_trace_callback_rnd, Draw_VaporizerBeam_trace_callback_rgb, min(1, Draw_VaporizerBeam_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
32         Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
33 }
34
35 .vector vorg1, vorg2;
36 void VaporizerBeam_Draw(entity this)
37 {
38         //draw either the old v2.3 beam or the new beam
39         particles_alphamin = particles_alphamax = particles_fade = 1;
40
41         string tex = "particles/lgbeam";
42         if(this.cnt)
43                 tex = "particles/gauntletbeam";
44         vector rgb;
45         //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
46         //if (e == NULL)
47         //{
48                 rgb = colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true);
49                 //rgb = '1 1 1';
50         //}
51         //else
52         //      rgb = e.glowmod;
53         rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
54
55         float fail = (this.nextthink - time);
56
57         Draw_VaporizerBeam_trace_callback_tex = tex;
58         Draw_VaporizerBeam_trace_callback_rnd = 0;
59         Draw_VaporizerBeam_trace_callback_rgb = rgb;
60         Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
61         WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, NULL, NULL, Draw_VaporizerBeam_trace_callback);
62         Draw_VaporizerBeam_trace_callback_tex = string_null;
63
64         /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
65         if(autocvar_cl_particles_oldvortexbeam)
66                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
67         else
68                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
69 }
70
71 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
72 {
73         Net_Accept(vortex_beam);
74         setthink(this, SUB_Remove);
75         this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
76         this.draw = VaporizerBeam_Draw;
77         if (isNew) IL_PUSH(g_drawables, this);
78         this.drawmask = MASK_NORMAL;
79
80         this.vorg1 = ReadVector();
81         this.vorg2 = ReadVector();
82         this.cnt = ReadByte();
83         int myowner = ReadByte();
84         this.owner = playerslots[myowner - 1];
85         this.sv_entnum = myowner;
86         this.team = ReadByte() - 1;
87
88         //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
89
90         if(autocvar_cl_vaporizerbeam_particle)
91         {
92                 WarpZone_TrailParticles(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
93                 this.draw = func_null;
94                 this.drawmask = MASK_NORMAL;
95                 delete(this);
96         }
97
98         return true;
99 }
100 #endif
101
102 #ifdef SVQC
103
104 void W_RocketMinsta_Explosion(entity actor, .entity weaponentity, vector loc)
105 {
106         if(accuracy_canbegooddamage(actor))
107                 accuracy_add(actor, WEP_DEVASTATOR, autocvar_g_rm_damage, 0);
108         entity dmgent = spawn();
109         dmgent.owner = dmgent.realowner = actor;
110         setorigin(dmgent, loc);
111         RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, weaponentity, NULL);
112         delete(dmgent);
113 }
114
115 void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
116 {
117         bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
118         float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
119
120         W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage, thiswep.m_id);
121         // handle sound separately so we can change the volume
122         // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
123         sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
124
125         yoda = 0;
126         impressive_hits = 0;
127         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, true, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, thiswep.m_id);
128
129         // do this now, as goodhits is disabled below
130         vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
131         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
132         SendCSQCVaporizerBeamParticle(actor, impressive_hits);
133
134         if(yoda && flying)
135                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
136         if(impressive_hits && actor.vaporizer_lasthit)
137         {
138                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
139                 impressive_hits = 0; // only every second time
140         }
141
142         actor.vaporizer_lasthit = impressive_hits;
143
144         if(autocvar_g_rm)
145         if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
146                 W_RocketMinsta_Explosion(actor, weaponentity, trace_endpos);
147
148         W_DecreaseAmmo(thiswep, actor, ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity);
149 }
150
151 void W_RocketMinsta_Laser_Damage(entity this, entity directhitentity)
152 {
153         int laser_count = max(1, this.rm_laser_count);
154         float laser_force = autocvar_g_rm_laser_force / laser_count;
155         float laser_damage = autocvar_g_rm_laser_damage / laser_count;
156         RadiusDamage(this, this.realowner, laser_damage, laser_damage, autocvar_g_rm_laser_radius, NULL, NULL, laser_force, this.projectiledeathtype, this.weaponentity_fld, directhitentity);
157 }
158
159 void W_RocketMinsta_Laser_Explode(entity this, entity directhitentity)
160 {
161         if(directhitentity.takedamage == DAMAGE_AIM)
162                 if(IS_PLAYER(directhitentity))
163                         if(DIFF_TEAM(this.realowner, directhitentity))
164                                 if(!IS_DEAD(directhitentity))
165                                         if(IsFlying(directhitentity))
166                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
167
168         this.event_damage = func_null;
169         this.takedamage = DAMAGE_NO;
170         W_RocketMinsta_Laser_Damage(this, directhitentity);
171         delete(this);
172 }
173
174 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
175 {
176         W_RocketMinsta_Laser_Explode(this, trigger); // we probably don't want trigger used here, but this matches closest to old behaviour
177 }
178
179 void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
180 {
181         PROJECTILE_TOUCH(this, toucher);
182         //W_RocketMinsta_Laser_Explode ();
183         W_RocketMinsta_Laser_Damage(this, toucher);
184         delete(this);
185 }
186
187 // mode 0 fires many projectiles
188 // mode 1 fires 1 projectile
189 void W_RocketMinsta_Attack(entity actor, .entity weaponentity, int mode)
190 {
191         makevectors(actor.v_angle);
192
193         entity proj;
194         int laser_count = max(1, autocvar_g_rm_laser_count);
195         int total = (mode == 0) ? laser_count : 1;
196         Sound snd = (mode == 0) ? SND_CRYLINK_FIRE : SND_ELECTRO_FIRE2;
197         W_SetupShot_ProjectileSize(actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, snd, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
198
199         // uses electro effects
200         W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
201
202         for (int counter = 0; counter < total; counter++)
203         {
204                 proj = new(plasma_prim);
205                 proj.owner = proj.realowner = actor;
206                 proj.bot_dodge = true;
207                 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
208                 proj.use = W_RocketMinsta_Laser_Explode_use;
209                 setthink(proj, adaptor_think2use_hittype_splash);
210                 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
211                 PROJECTILE_MAKETRIGGER(proj);
212                 proj.projectiledeathtype = WEP_ELECTRO.m_id;
213                 proj.weaponentity_fld = weaponentity;
214                 setorigin(proj, w_shotorg);
215
216                 proj.rm_laser_count = total;
217
218                 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
219
220                 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
221                 if (mode == 0)
222                 {
223                         float spread = autocvar_g_rm_laser_spread * (autocvar_g_rm_laser_spread_random ? random() : 1);
224                         //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
225                         proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * spread) * cvar("g_rm_laser_speed");
226                         proj.velocity.z += cvar("g_rm_laser_zspread") * (random() - 0.5);
227                 }
228                 else
229                         proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
230                 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
231                 proj.angles = vectoangles(proj.velocity);
232                 settouch(proj, W_RocketMinsta_Laser_Touch);
233                 setsize(proj, '0 0 -3', '0 0 -3');
234                 proj.flags = FL_PROJECTILE;
235                 IL_PUSH(g_projectiles, proj);
236                 IL_PUSH(g_bot_dodge, proj);
237                 proj.missile_flags = MIF_SPLASH;
238
239                 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
240
241                 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
242         }
243 }
244
245 METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
246 {
247     if((actor.items & IT_UNLIMITED_AMMO) || GetResource(actor, thiswep.ammo_type) > 0)
248         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false);
249     else
250         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
251 }
252 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
253 {
254     float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
255     // if the laser uses load, we also consider its ammo for reloading
256     if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
257         thiswep.wr_reload(thiswep, actor, weaponentity);
258     } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload
259         thiswep.wr_reload(thiswep, actor, weaponentity);
260     }
261     if((fire & 1) && (GetResource(actor, RES_CELLS) || !autocvar_g_rm) && !weaponLocked(actor))
262     {
263         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
264         {
265             W_Vaporizer_Attack(thiswep, actor, weaponentity);
266             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
267         }
268     }
269     if((fire & 2) || ((fire & 1) && !GetResource(actor, RES_CELLS) && autocvar_g_rm))
270     {
271         if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
272         {
273             bool rapid = autocvar_g_rm_laser_rapid;
274             if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).held_down)
275             {
276                 if(rapid)
277                     actor.(weaponentity).held_down = true;
278                 actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire;
279                 actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
280                 impressive_hits = 0;
281                 W_RocketMinsta_Attack(actor, weaponentity, 0);
282             }
283             else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down)
284             {
285                 actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
286                 impressive_hits = 0;
287                 W_RocketMinsta_Attack(actor, weaponentity, 1);
288                 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
289             }
290         }
291         else if (actor.(weaponentity).jump_interval <= time)
292         {
293             // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
294             actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
295
296             // decrease ammo for the laser?
297             if(WEP_CVAR_SEC(vaporizer, ammo))
298                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
299
300             BLASTER_SECONDARY_ATTACK(vaporizer, actor, weaponentity);
301
302             // now do normal refire
303             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
304         }
305     }
306     else
307         actor.(weaponentity).held_down = false;
308 }
309 METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
310 {
311     actor.vaporizer_lasthit = 0;
312 }
313 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
314 {
315     float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
316     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= vaporizer_ammo;
317     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= vaporizer_ammo;
318     return ammo_amount;
319 }
320 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
321 {
322     if(!WEP_CVAR_SEC(vaporizer, ammo))
323         return true;
324     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vaporizer, ammo);
325     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
326     return ammo_amount;
327 }
328 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
329 {
330     actor.vaporizer_lasthit = 0;
331 }
332 METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
333 {
334     float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
335     float used_ammo;
336     if(WEP_CVAR_SEC(vaporizer, ammo))
337         used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
338     else
339         used_ammo = vaporizer_ammo;
340
341     W_Reload(actor, weaponentity, used_ammo, SND_RELOAD);
342 }
343 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
344 {
345     return WEAPON_THINKING_WITH_PORTALS;
346 }
347 METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
348 {
349     return WEAPON_VAPORIZER_MURDER;
350 }
351
352 #endif
353 #ifdef CSQC
354
355 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
356 {
357     vector org2 = w_org + w_backoff * 6;
358     if(w_deathtype & HITTYPE_SECONDARY)
359     {
360         pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
361         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
362     }
363     else
364     {
365         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
366         if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
367     }
368 }
369 METHOD(Vaporizer, wr_init, void(entity thiswep))
370 {
371     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
372     {
373         precache_pic("gfx/reticle_nex");
374     }
375 }
376 METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor))
377 {
378     if(button_zoom || zoomscript_caught)
379     {
380         return true;
381     }
382     else
383     {
384         // no weapon specific image for this weapon
385         return false;
386     }
387 }
388
389 #endif