]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_electro.qc
Merge remote branch 'origin/master' into fruitiex/fruitbalance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
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
141 void W_Electro_Attack2()
142 {
143         local entity proj;
144
145         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
146         w_shotdir = v_forward; // no TrueAim for grenades please
147
148         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
149
150         proj = spawn ();
151         proj.classname = "plasma";
152         proj.owner = self;
153         proj.use = W_Plasma_Explode;
154         proj.think = adaptor_think2use_hittype_splash;
155         proj.bot_dodge = TRUE;
156         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
157         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
158         PROJECTILE_MAKETRIGGER(proj);
159         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
160         setorigin(proj, w_shotorg);
161
162         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
164         //proj.glow_size = 50;
165         //proj.glow_color = 45;
166         proj.movetype = MOVETYPE_BOUNCE;
167         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
168         proj.touch = W_Plasma_Touch;
169         setsize(proj, '0 0 -3', '0 0 -3');
170         proj.takedamage = DAMAGE_YES;
171         proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
172         proj.health = cvar("g_balance_electro_secondary_health");
173         proj.event_damage = W_Plasma_Damage;
174         proj.flags = FL_PROJECTILE;
175
176 #if 0
177         entity p2;
178         p2 = spawn();
179         copyentity(proj, p2);
180         setmodel(p2, "models/ebomb.mdl");
181         setsize(p2, proj.mins, proj.maxs);
182 #endif
183
184         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
185 }
186
187 void lgbeam_think()
188 {
189     if (!self.owner.BUTTON_ATCK || self.owner.ammo_cells <= 0) // || (self.ammo_cells <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)))
190     {
191         sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
192         remove(self);
193         return;
194     }
195
196     if (time - self.shot_spread + random() * 0.2 > 0)
197     {
198         self.shot_spread = time + 2;
199         sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
200     }
201
202     if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
203         self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
204
205     self.nextthink = time + self.ticrate;
206
207     //w_deathtypestring = "was phased out of existence";
208
209     makevectors(self.owner.v_angle);
210     vector angle;
211     angle = v_forward;
212
213     vector force;
214     force = angle * cvar("g_balance_electro_primary_force");
215
216     traceline_antilag(self.owner, self.owner.origin, self.owner.origin + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
217
218     // apply the damage
219     if(trace_fraction < 1)
220     {
221         Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage"), WEP_ELECTRO, trace_endpos, force);
222         trace_ent.velocity = trace_ent.velocity * cvar("g_balance_electro_primary_velocityfactor") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
223     }
224
225     self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
226 }
227
228 // experimental lightning gun
229 void W_Electro_Attack3 (void)
230 {
231         entity beam;
232
233         beam = spawn();
234         beam.ticrate = autocvar_sys_ticrate;
235         setmodel(beam,"models/turrets/phaser_beam.md3");
236         beam.effects = EF_LOWPRECISION;
237         beam.solid = SOLID_NOT;
238         beam.think = lgbeam_think;
239         beam.shot_spread = 0;
240         beam.scale = cvar("g_balance_electro_primary_range") / 256;
241         beam.nextthink = time;
242         beam.owner = self;
243         beam.movetype = MOVETYPE_NONE;
244         beam.bot_dodge = TRUE;
245         beam.bot_dodgerating = cvar("g_balance_electro_primary_damage")/autocvar_sys_ticrate;
246         setattachment(beam, self.weaponentity, "shot");
247 }
248
249 void spawnfunc_weapon_electro (void)
250 {
251         weapon_defaultspawnfunc(WEP_ELECTRO);
252 }
253
254 void w_electro_checkattack()
255 {
256         if(self.electro_count > 1)
257         if(self.BUTTON_ATCK2)
258         if(weapon_prepareattack(1, -1))
259         {
260                 W_Electro_Attack2();
261                 self.electro_count -= 1;
262                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
263                 return;
264         }
265
266         w_ready();
267 }
268
269 .float bot_secondary_electromooth;
270 .float BUTTON_ATCK_prev;
271 float w_electro(float req)
272 {
273         if (req == WR_AIM)
274         {
275                 self.BUTTON_ATCK=FALSE;
276                 self.BUTTON_ATCK2=FALSE;
277                 if(vlen(self.origin-self.enemy.origin) > 1000)
278                         self.bot_secondary_electromooth = 0;
279                 if(self.bot_secondary_electromooth == 0)
280                 {
281                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
282                         {
283                                 self.BUTTON_ATCK = TRUE;
284                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
285                         }
286                 }
287                 else
288                 {
289                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
290                         {
291                                 self.BUTTON_ATCK2 = TRUE;
292                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
293                         }
294                 }
295         }
296         else if (req == WR_THINK)
297         {
298                 if (self.BUTTON_ATCK)
299                 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
300                 {
301                         if(cvar("g_balance_electro_lightning"))
302                         {
303                                 if (self.BUTTON_ATCK_prev == 0)
304                                 {
305                                         W_Electro_Attack3();
306                                 }
307                         }
308                         else
309                         {
310                                 W_Electro_Attack();
311                         }
312                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
313                 }
314                 if (self.BUTTON_ATCK2)
315                 if (time >= self.electro_secondarytime)
316                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
317                 {
318                         W_Electro_Attack2();
319                         self.electro_count = cvar("g_balance_electro_secondary_count");
320                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
321                         self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
322                 }
323         }
324         else if (req == WR_PRECACHE)
325         {
326                 precache_model ("models/weapons/g_electro.md3");
327                 precache_model ("models/weapons/v_electro.md3");
328                 precache_model ("models/weapons/h_electro.iqm");
329                 precache_sound ("weapons/electro_bounce.wav");
330                 precache_sound ("weapons/electro_fire.wav");
331                 precache_sound ("weapons/electro_fire2.wav");
332                 precache_sound ("weapons/electro_impact.wav");
333                 precache_sound ("weapons/electro_impact_combo.wav");
334                 if(cvar("g_balance_electro_lightning"))
335                         precache_sound ("weapons/crylink_fire2.wav");
336         }
337         else if (req == WR_SETUP)
338                 weapon_setup(WEP_ELECTRO);
339         else if (req == WR_CHECKAMMO1)
340                 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
341         else if (req == WR_CHECKAMMO2)
342                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
343         else if (req == WR_RESETPLAYER)
344         {
345                 self.electro_secondarytime = time;
346         }
347         self.BUTTON_ATCK_prev = self.BUTTON_ATCK;
348         return TRUE;
349 };
350 #endif
351 #ifdef CSQC
352 float w_electro(float req)
353 {
354         if(req == WR_IMPACTEFFECT)
355         {
356                 vector org2;
357                 org2 = w_org + w_backoff * 6;
358                 if(w_deathtype & HITTYPE_SECONDARY)
359                 {
360                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
361                         if(!w_issilent)
362                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
363                 }
364                 else
365                 {
366                         if(w_deathtype & HITTYPE_BOUNCE)
367                         {
368                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
369                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
370                                 if(!w_issilent)
371                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
372                         }
373                         else
374                         {
375                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
376                                 if(!w_issilent)
377                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
378                         }
379                 }
380         }
381         else if(req == WR_PRECACHE)
382         {
383                 precache_sound("weapons/electro_impact.wav");
384                 precache_sound("weapons/electro_impact_combo.wav");
385         }
386         else if (req == WR_SUICIDEMESSAGE)
387         {
388                 if(w_deathtype & HITTYPE_SECONDARY)
389                         w_deathtypestring = "could not remember where they put plasma";
390                 else
391                         w_deathtypestring = "played with plasma";
392         }
393         else if (req == WR_KILLMESSAGE)
394         {
395                 if(w_deathtype & HITTYPE_SECONDARY)
396                 {
397                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
398                                 w_deathtypestring = "just noticed #'s blue ball";
399                         else // unchecked: BOUNCE
400                                 w_deathtypestring = "got in touch with #'s blue ball";
401                 }
402                 else
403                 {
404                         if(w_deathtype & HITTYPE_BOUNCE) // combo
405                                 w_deathtypestring = "felt the electrifying air of #'s combo";
406                         else if(w_deathtype & HITTYPE_SPLASH)
407                                 w_deathtypestring = "got too close to #'s blue beam";
408                         else
409                                 w_deathtypestring = "was blasted by #'s blue beam";
410                 }
411         }
412         return TRUE;
413 }
414 #endif
415 #endif