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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
3 #else
4 #ifdef SVQC
5 .float electro_count;
6 .float electro_secondarytime;
7
8 void W_Plasma_Explode_Combo (void);
9
10 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
11 {
12         local entity e;
13         e = WarpZone_FindRadius(org, rad, TRUE);
14         while (e)
15         {
16                 if (e.classname == "plasma")
17                 {
18                         // change owner to whoever caused the combo explosion
19                         e.owner = own;
20                         e.takedamage = DAMAGE_NO;
21                         e.classname = "plasma_chain";
22                         e.think = W_Plasma_Explode_Combo;
23                         e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
24                 }
25                 e = e.chain;
26         }
27 }
28
29 void W_Plasma_Explode (void)
30 {
31         if(other.takedamage == DAMAGE_AIM)
32                 if(other.classname == "player")
33                         if(IsDifferentTeam(self.owner, other))
34                                 if(other.deadflag == DEAD_NO)
35                                         if(IsFlying(other))
36                                                 AnnounceTo(self.owner, "electrobitch");
37
38         self.event_damage = SUB_Null;
39         self.takedamage = DAMAGE_NO;
40         if (self.movetype == MOVETYPE_BOUNCE)
41         {
42                 RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), self.projectiledeathtype, other);
43         }
44         else
45         {
46                 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
47                 RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), self.projectiledeathtype, other);
48         }
49
50         remove (self);
51 }
52
53 void W_Plasma_Explode_Combo (void)
54 {
55         W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
56
57         self.event_damage = SUB_Null;
58         RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
59         remove (self);
60 }
61
62 void W_Plasma_Touch (void)
63 {
64         PROJECTILE_TOUCH;
65         if (other.takedamage == DAMAGE_AIM) {
66                 W_Plasma_Explode ();
67         } else {
68                 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
69                 self.projectiledeathtype |= HITTYPE_BOUNCE;
70         }
71 }
72
73 void W_Plasma_TouchExplode (void)
74 {
75         PROJECTILE_TOUCH;
76         W_Plasma_Explode ();
77 }
78
79 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
80 {
81         if(self.health <= 0)
82                 return;
83         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
84         self.health = self.health - damage;
85         if (self.health <= 0)
86         {
87                 self.takedamage = DAMAGE_NO;
88                 self.nextthink = time;
89                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
90                 {
91                         // change owner to whoever caused the combo explosion
92                         self.owner = inflictor.owner;
93                         self.classname = "plasma_chain";
94                         self.think = W_Plasma_Explode_Combo;
95                         self.nextthink = time + min(cvar("g_balance_electro_combo_radius"), vlen(self.origin - inflictor.origin)) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
96                                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
97                 }
98                 else
99                 {
100                         self.use = W_Plasma_Explode;
101                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
102                 }
103         }
104 }
105
106 void W_Electro_Attack()
107 {
108         local entity proj;
109
110         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
111
112         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
113
114         proj = spawn ();
115         proj.classname = "plasma_prim";
116         proj.owner = self;
117         proj.bot_dodge = TRUE;
118         proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
119         proj.use = W_Plasma_Explode;
120         proj.think = adaptor_think2use_hittype_splash;
121         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
122         PROJECTILE_MAKETRIGGER(proj);
123         proj.projectiledeathtype = WEP_ELECTRO;
124         setorigin(proj, w_shotorg);
125
126         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
128         proj.movetype = MOVETYPE_FLY;
129         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
130         proj.angles = vectoangles(proj.velocity);
131         proj.touch = W_Plasma_TouchExplode;
132         setsize(proj, '0 0 -3', '0 0 -3');
133         proj.flags = FL_PROJECTILE;
134
135         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
136         //sounds bad
137
138         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
139
140         other = proj; MUTATOR_CALLHOOK(EditProjectile);
141 }
142
143 void W_Electro_Attack2()
144 {
145         local entity proj;
146
147         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
148         w_shotdir = v_forward; // no TrueAim for grenades please
149
150         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
151
152         proj = spawn ();
153         proj.classname = "plasma";
154         proj.owner = self;
155         proj.use = W_Plasma_Explode;
156         proj.think = adaptor_think2use_hittype_splash;
157         proj.bot_dodge = TRUE;
158         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
159         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
160         PROJECTILE_MAKETRIGGER(proj);
161         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
162         setorigin(proj, w_shotorg);
163
164         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
165                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
166         //proj.glow_size = 50;
167         //proj.glow_color = 45;
168         proj.movetype = MOVETYPE_BOUNCE;
169         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
170         proj.touch = W_Plasma_Touch;
171         setsize(proj, '0 0 -4', '0 0 -4');
172         proj.takedamage = DAMAGE_YES;
173         proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
174         proj.health = cvar("g_balance_electro_secondary_health");
175         proj.event_damage = W_Plasma_Damage;
176         proj.flags = FL_PROJECTILE;
177
178 #if 0
179         entity p2;
180         p2 = spawn();
181         copyentity(proj, p2);
182         setmodel(p2, "models/ebomb.mdl");
183         setsize(p2, proj.mins, proj.maxs);
184 #endif
185
186         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
187
188         other = proj; MUTATOR_CALLHOOK(EditProjectile);
189 }
190
191 .vector hook_start, hook_end;
192 float lgbeam_send(entity to, float sf)
193 {
194         WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
195         sf = sf & 0x7F;
196         if(sound_allowed(MSG_BROADCAST, self.owner))
197                 sf |= 0x80;
198         WriteByte(MSG_ENTITY, sf);
199         if(sf & 1)
200         {
201                 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
202                 WriteCoord(MSG_ENTITY, cvar("g_balance_electro_primary_range"));
203         }
204         if(sf & 2)
205         {
206                 WriteCoord(MSG_ENTITY, self.hook_start_x);
207                 WriteCoord(MSG_ENTITY, self.hook_start_y);
208                 WriteCoord(MSG_ENTITY, self.hook_start_z);
209         }
210         if(sf & 4)
211         {
212                 WriteCoord(MSG_ENTITY, self.hook_end_x);
213                 WriteCoord(MSG_ENTITY, self.hook_end_y);
214                 WriteCoord(MSG_ENTITY, self.hook_end_z);
215         }
216         return TRUE;
217 }
218 .entity lgbeam;
219 .float prevlgfire;
220 void lgbeam_think()
221 {
222         self.owner.prevlgfire = time;
223         if (self != self.owner.lgbeam)
224         {
225                 remove(self);
226                 return;
227         }
228         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)
229         {
230                 if(self == self.owner.lgbeam)
231                         self.owner.lgbeam = world;
232                 remove(self);
233                 return;
234         }
235
236         self.nextthink = time;
237
238         makevectors(self.owner.v_angle);
239
240         float dt, f;
241         dt = frametime;
242         if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
243         {
244                 if(cvar("g_balance_electro_primary_ammo"))
245                 {
246                         dt = min(dt, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
247                         self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
248                 }
249         }
250
251         W_SetupShot_Range(self.owner, TRUE, 0, "", cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
252         WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
253
254         // apply the damage
255         if(trace_ent)
256         {
257                 vector force;
258                 force = w_shotdir * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
259
260                 f = ExponentialFalloff(cvar("g_balance_electro_primary_falloff_mindist"), cvar("g_balance_electro_primary_falloff_maxdist"), cvar("g_balance_electro_primary_falloff_halflifedist"), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
261
262                 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
263                 Damage_RecordDamage(self.owner, WEP_ELECTRO, cvar("g_balance_electro_primary_damage") * dt * f);
264         }
265         W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
266
267         // draw effect
268         if(w_shotorg != self.hook_start)
269         {
270                 self.SendFlags |= 2;
271                 self.hook_start = w_shotorg;
272         }
273         if(w_shotend != self.hook_end)
274         {
275                 self.SendFlags |= 4;
276                 self.hook_end = w_shotend;
277         }
278 }
279
280 // experimental lightning gun
281 void W_Electro_Attack3 (void)
282 {
283         // only play fire sound if 0.5 sec has passed since player let go the fire button
284         if(time - self.prevlgfire > 0.5)
285         {
286                 sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
287         }
288
289         entity beam, oldself;
290
291         self.lgbeam = beam = spawn();
292         beam.solid = SOLID_NOT;
293         beam.think = lgbeam_think;
294         beam.owner = self;
295         beam.movetype = MOVETYPE_NONE;
296         beam.shot_spread = 0;
297         beam.bot_dodge = TRUE;
298         beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
299         Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
300
301         oldself = self;
302         self = beam;
303         self.think();
304         self = oldself;
305 }
306
307 void ElectroInit()
308 {
309         weapon_action(WEP_ELECTRO, WR_PRECACHE);
310         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
311         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
312         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
313         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
314 }
315
316 void spawnfunc_weapon_electro (void)
317 {
318         weapon_defaultspawnfunc(WEP_ELECTRO);
319 }
320
321 void w_electro_checkattack()
322 {
323         if(self.electro_count > 1)
324         if(self.BUTTON_ATCK2)
325         if(weapon_prepareattack(1, -1))
326         {
327                 W_Electro_Attack2();
328                 self.electro_count -= 1;
329                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
330                 return;
331         }
332
333         w_ready();
334 }
335
336 .float bot_secondary_electromooth;
337 .float BUTTON_ATCK_prev;
338 float w_electro(float req)
339 {
340         if (req == WR_AIM)
341         {
342                 self.BUTTON_ATCK=FALSE;
343                 self.BUTTON_ATCK2=FALSE;
344                 if(vlen(self.origin-self.enemy.origin) > 1000)
345                         self.bot_secondary_electromooth = 0;
346                 if(self.bot_secondary_electromooth == 0)
347                 {
348                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
349                         {
350                                 self.BUTTON_ATCK = TRUE;
351                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
352                         }
353                 }
354                 else
355                 {
356                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
357                         {
358                                 self.BUTTON_ATCK2 = TRUE;
359                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
360                         }
361                 }
362         }
363         else if (req == WR_THINK)
364         {
365                 if (self.BUTTON_ATCK)
366                 {
367                         if (weapon_prepareattack(0, (cvar("g_balance_electro_lightning") ? 0 : cvar("g_balance_electro_primary_refire"))))
368                         {
369                                 if(cvar("g_balance_electro_lightning"))
370                                 {
371                                         if ((!self.lgbeam) || wasfreed(self.lgbeam))
372                                         {
373                                                 W_Electro_Attack3();
374                                         }
375                                         self.BUTTON_ATCK_prev = 1;
376                                 }
377                                 else
378                                 {
379                                         W_Electro_Attack();
380                                 }
381                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
382                         }
383                 } else {
384                         if(cvar("g_balance_electro_lightning"))
385                         {
386                                 if (self.BUTTON_ATCK_prev != 0)
387                                 {
388                                         ATTACK_FINISHED(self) = time + cvar("g_balance_electro_primary_refire") * W_WeaponRateFactor();
389                                 }
390                                 self.BUTTON_ATCK_prev = 0;
391                         }
392                 }
393
394                 if (self.BUTTON_ATCK2)
395                 if (time >= self.electro_secondarytime)
396                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
397                 {
398                         W_Electro_Attack2();
399                         self.electro_count = cvar("g_balance_electro_secondary_count");
400                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
401                         self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
402                 }
403         }
404         else if (req == WR_PRECACHE)
405         {
406                 precache_model ("models/weapons/g_electro.md3");
407                 precache_model ("models/weapons/v_electro.md3");
408                 precache_model ("models/weapons/h_electro.iqm");
409                 precache_sound ("weapons/electro_bounce.wav");
410                 precache_sound ("weapons/electro_fire.wav");
411                 precache_sound ("weapons/electro_fire2.wav");
412                 precache_sound ("weapons/electro_impact.wav");
413                 precache_sound ("weapons/electro_impact_combo.wav");
414                 if(cvar("g_balance_electro_lightning"))
415                 {
416                         precache_sound ("weapons/lgbeam_fire.wav");
417                 }
418         }
419         else if (req == WR_SETUP)
420                 weapon_setup(WEP_ELECTRO);
421         else if (req == WR_CHECKAMMO1)
422         {
423                 if(cvar("g_balance_electro_lightning"))
424                         return !cvar("g_balance_electro_primary_ammo") || (self.ammo_cells > 0);
425                 else
426                         return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
427         }
428         else if (req == WR_CHECKAMMO2)
429                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
430         else if (req == WR_RESETPLAYER)
431         {
432                 self.electro_secondarytime = time;
433         }
434         return TRUE;
435 };
436 #endif
437 #ifdef CSQC
438 float w_electro(float req)
439 {
440         if(req == WR_IMPACTEFFECT)
441         {
442                 vector org2;
443                 org2 = w_org + w_backoff * 6;
444                 if(w_deathtype & HITTYPE_SECONDARY)
445                 {
446                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
447                         if(!w_issilent)
448                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
449                 }
450                 else
451                 {
452                         if(w_deathtype & HITTYPE_BOUNCE)
453                         {
454                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
455                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
456                                 if(!w_issilent)
457                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
458                         }
459                         else
460                         {
461                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
462                                 if(!w_issilent)
463                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
464                         }
465                 }
466         }
467         else if(req == WR_PRECACHE)
468         {
469                 precache_sound("weapons/electro_impact.wav");
470                 precache_sound("weapons/electro_impact_combo.wav");
471         }
472         else if (req == WR_SUICIDEMESSAGE)
473         {
474                 if(w_deathtype & HITTYPE_SECONDARY)
475                         w_deathtypestring = "%s could not remember where they put plasma";
476                 else
477                         w_deathtypestring = "%s played with plasma";
478         }
479         else if (req == WR_KILLMESSAGE)
480         {
481                 if(w_deathtype & HITTYPE_SECONDARY)
482                 {
483                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
484                                 w_deathtypestring = "%s just noticed %s's blue ball";
485                         else // unchecked: BOUNCE
486                                 w_deathtypestring = "%s got in touch with %s's blue ball";
487                 }
488                 else
489                 {
490                         if(w_deathtype & HITTYPE_BOUNCE) // combo
491                                 w_deathtypestring = "%s felt the electrifying air of %s's combo";
492                         else if(w_deathtype & HITTYPE_SPLASH)
493                                 w_deathtypestring = "%s got too close to %s's blue beam";
494                         else
495                                 w_deathtypestring = "%s was blasted by %s's blue beam";
496                 }
497         }
498         return TRUE;
499 }
500 #endif
501 #endif