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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
141 void W_Electro_Attack2()
142 {
143         local entity proj;
144
145         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', 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 -4', '0 0 -4');
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 .vector hook_start, hook_end;
188 float lgbeam_send(entity to, float sf)
189 {
190         WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
191         sf = sf & 0x7F;
192         if(sound_allowed(MSG_BROADCAST, self.owner))
193                 sf |= 0x80;
194         WriteByte(MSG_ENTITY, sf);
195         if(sf & 1)
196         {
197                 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
198         }
199         if(sf & 2)
200         {
201                 WriteCoord(MSG_ENTITY, self.hook_start_x);
202                 WriteCoord(MSG_ENTITY, self.hook_start_y);
203                 WriteCoord(MSG_ENTITY, self.hook_start_z);
204         }
205         if(sf & 4)
206         {
207                 WriteCoord(MSG_ENTITY, self.hook_end_x);
208                 WriteCoord(MSG_ENTITY, self.hook_end_y);
209                 WriteCoord(MSG_ENTITY, self.hook_end_z);
210         }
211         return TRUE;
212 }
213 .entity lgbeam;
214 .float prevlgfire;
215 void lgbeam_think()
216 {
217         self.owner.prevlgfire = time;
218         if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
219         {
220                 remove(self);
221                 return;
222         }
223
224         self.nextthink = time;
225
226         makevectors(self.owner.v_angle);
227
228         float dt;
229         dt = frametime;
230         if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
231         {
232                 if(cvar("g_balance_electro_primary_ammo"))
233                         dt = min(frametime, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
234                 self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
235         }
236
237         W_SetupShot_Range(self.owner, TRUE, 0, "", cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
238         WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
239
240         // apply the damage
241         if(trace_ent)
242         {
243                 vector force;
244                 force = w_shotdir * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
245                 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt, WEP_ELECTRO, trace_endpos, force * dt);
246         }
247         W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
248
249         // draw effect
250         if(w_shotorg != self.hook_start)
251         {
252                 self.SendFlags |= 2;
253                 self.hook_start = w_shotorg;
254         }
255         if(w_shotend != self.hook_end)
256         {
257                 self.SendFlags |= 4;
258                 self.hook_end = w_shotend;
259         }
260 }
261
262 // experimental lightning gun
263 void W_Electro_Attack3 (void)
264 {
265         // only play fire sound if 0.5 sec has passed since player let go the fire button
266         if(time - self.prevlgfire > 0.5)
267         {
268                 sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
269         }
270
271         entity beam, oldself;
272
273         self.lgbeam = beam = spawn();
274         beam.solid = SOLID_NOT;
275         beam.think = lgbeam_think;
276         beam.owner = self;
277         beam.movetype = MOVETYPE_NONE;
278         beam.shot_spread = 0;
279         beam.bot_dodge = TRUE;
280         beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
281         Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
282
283         oldself = self;
284         self = beam;
285         self.think();
286         self = oldself;
287 }
288
289 void ElectroInit()
290 {
291         weapon_action(WEP_ELECTRO, WR_PRECACHE);
292         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
293         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
294         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
295         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
296 }
297
298 void spawnfunc_weapon_electro (void)
299 {
300         weapon_defaultspawnfunc(WEP_ELECTRO);
301 }
302
303 void w_electro_checkattack()
304 {
305         if(self.electro_count > 1)
306         if(self.BUTTON_ATCK2)
307         if(weapon_prepareattack(1, -1))
308         {
309                 W_Electro_Attack2();
310                 self.electro_count -= 1;
311                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
312                 return;
313         }
314
315         w_ready();
316 }
317
318 .float bot_secondary_electromooth;
319 .float BUTTON_ATCK_prev;
320 float w_electro(float req)
321 {
322         if (req == WR_AIM)
323         {
324                 self.BUTTON_ATCK=FALSE;
325                 self.BUTTON_ATCK2=FALSE;
326                 if(vlen(self.origin-self.enemy.origin) > 1000)
327                         self.bot_secondary_electromooth = 0;
328                 if(self.bot_secondary_electromooth == 0)
329                 {
330                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
331                         {
332                                 self.BUTTON_ATCK = TRUE;
333                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
334                         }
335                 }
336                 else
337                 {
338                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
339                         {
340                                 self.BUTTON_ATCK2 = TRUE;
341                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
342                         }
343                 }
344         }
345         else if (req == WR_THINK)
346         {
347                 if (self.BUTTON_ATCK)
348                 {
349                         if (weapon_prepareattack(0, (cvar("g_balance_electro_lightning") ? 0 : cvar("g_balance_electro_primary_refire"))))
350                         {
351                                 if(cvar("g_balance_electro_lightning"))
352                                 {
353                                         if (self.BUTTON_ATCK_prev == 0)
354                                         {
355                                                 W_Electro_Attack3();
356                                         }
357                                         self.BUTTON_ATCK_prev = 1;
358                                 }
359                                 else
360                                 {
361                                         W_Electro_Attack();
362                                 }
363                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
364                         }
365                 } else {
366                         self.BUTTON_ATCK_prev = 0;
367                 }
368
369                 if (self.BUTTON_ATCK2)
370                 if (time >= self.electro_secondarytime)
371                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
372                 {
373                         W_Electro_Attack2();
374                         self.electro_count = cvar("g_balance_electro_secondary_count");
375                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
376                         self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
377                 }
378         }
379         else if (req == WR_PRECACHE)
380         {
381                 precache_model ("models/weapons/g_electro.md3");
382                 precache_model ("models/weapons/v_electro.md3");
383                 precache_model ("models/weapons/h_electro.iqm");
384                 precache_sound ("weapons/electro_bounce.wav");
385                 precache_sound ("weapons/electro_fire.wav");
386                 precache_sound ("weapons/electro_fire2.wav");
387                 precache_sound ("weapons/electro_impact.wav");
388                 precache_sound ("weapons/electro_impact_combo.wav");
389                 if(cvar("g_balance_electro_lightning"))
390                 {
391                         precache_sound ("weapons/lgbeam_fire.wav");
392                 }
393         }
394         else if (req == WR_SETUP)
395                 weapon_setup(WEP_ELECTRO);
396         else if (req == WR_CHECKAMMO1)
397         {
398                 if(cvar("g_balance_electro_lightning"))
399                         return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
400                 else
401                         return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
402         }
403         else if (req == WR_CHECKAMMO2)
404                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
405         else if (req == WR_RESETPLAYER)
406         {
407                 self.electro_secondarytime = time;
408         }
409         return TRUE;
410 };
411 #endif
412 #ifdef CSQC
413 float w_electro(float req)
414 {
415         if(req == WR_IMPACTEFFECT)
416         {
417                 vector org2;
418                 org2 = w_org + w_backoff * 6;
419                 if(w_deathtype & HITTYPE_SECONDARY)
420                 {
421                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
422                         if(!w_issilent)
423                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
424                 }
425                 else
426                 {
427                         if(w_deathtype & HITTYPE_BOUNCE)
428                         {
429                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
430                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
431                                 if(!w_issilent)
432                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
433                         }
434                         else
435                         {
436                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
437                                 if(!w_issilent)
438                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
439                         }
440                 }
441         }
442         else if(req == WR_PRECACHE)
443         {
444                 precache_sound("weapons/electro_impact.wav");
445                 precache_sound("weapons/electro_impact_combo.wav");
446         }
447         else if (req == WR_SUICIDEMESSAGE)
448         {
449                 if(w_deathtype & HITTYPE_SECONDARY)
450                         w_deathtypestring = "could not remember where they put plasma";
451                 else
452                         w_deathtypestring = "played with plasma";
453         }
454         else if (req == WR_KILLMESSAGE)
455         {
456                 if(w_deathtype & HITTYPE_SECONDARY)
457                 {
458                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
459                                 w_deathtypestring = "just noticed #'s blue ball";
460                         else // unchecked: BOUNCE
461                                 w_deathtypestring = "got in touch with #'s blue ball";
462                 }
463                 else
464                 {
465                         if(w_deathtype & HITTYPE_BOUNCE) // combo
466                                 w_deathtypestring = "felt the electrifying air of #'s combo";
467                         else if(w_deathtype & HITTYPE_SPLASH)
468                                 w_deathtypestring = "got too close to #'s blue beam";
469                         else
470                                 w_deathtypestring = "was blasted by #'s blue beam";
471                 }
472         }
473         return TRUE;
474 }
475 #endif
476 #endif