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Merge branch 'master' into terencehill/physics_panel_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_fireball.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
3 #else
4 #ifdef SVQC
5 .float bot_primary_fireballmooth; // whatever a mooth is
6 .vector fireball_impactvec;
7 .float fireball_primarytime;
8
9 void W_Fireball_Explode (void)
10 {
11         entity e;
12         float dist;
13         float points;
14         vector dir;
15         float d;
16
17         self.event_damage = SUB_Null;
18         self.takedamage = DAMAGE_NO;
19
20         // 1. dist damage
21         d = (self.realowner.health + self.realowner.armorvalue);
22         RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
23         if(self.realowner.health + self.realowner.armorvalue >= d)
24         if(!self.cnt)
25         {
26                 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_bfgradius, 0.2, 0.05, 0.25);
27
28                 // 2. bfg effect
29                 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
30                 for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
31                 if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
32                 {
33                         // can we see fireball?
34                         traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
35                         if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
36                                 continue;
37                         // can we see player who shot fireball?
38                         traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
39                         if(trace_ent != self.realowner)
40                         if(/* trace_startsolid || */ trace_fraction != 1)
41                                 continue;
42                         dist = vlen(self.origin - e.origin - e.view_ofs);
43                         points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius));
44                         if(points <= 0)
45                                 continue;
46                         dir = normalize(e.origin + e.view_ofs - self.origin);
47
48                         if(accuracy_isgooddamage(self.realowner, e))
49                                 accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points);
50
51                         Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir);
52                         pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
53                 }
54         }
55
56         remove (self);
57 }
58
59 void W_Fireball_TouchExplode (void)
60 {
61         PROJECTILE_TOUCH;
62         W_Fireball_Explode ();
63 }
64
65 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
66 {
67         entity e;
68         float d;
69         vector p;
70
71         if(damage <= 0)
72                 return;
73
74         RandomSelection_Init();
75         for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
76         if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
77         {
78                 p = e.origin;
79                 p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
80                 p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
81                 p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
82                 d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
83                 if(d < dist)
84                 {
85                         e.fireball_impactvec = p;
86                         RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
87                 }
88         }
89         if(RandomSelection_chosen_ent)
90         {
91                 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
92                 d = damage + (edgedamage - damage) * (d / dist);
93                 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
94                 //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
95                 pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
96         }
97 }
98
99 void W_Fireball_Think()
100 {
101         if(time > self.pushltime)
102         {
103                 self.cnt = 1;
104                 self.projectiledeathtype |= HITTYPE_SPLASH;
105                 W_Fireball_Explode();
106                 return;
107         }
108
109         W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime);
110
111         self.nextthink = time + 0.1;
112 }
113
114 void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
115 {
116         if(self.health <= 0)
117                 return;
118         self.health = self.health - damage;
119         if (self.health <= 0)
120         {
121                 self.cnt = 1;
122                 W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
123         }
124 }
125
126 void W_Fireball_Attack1()
127 {
128         local entity proj;
129
130         W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
131
132         pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
133
134         proj = spawn ();
135         proj.classname = "plasma_prim";
136         proj.owner = proj.realowner = self;
137         proj.bot_dodge = TRUE;
138         proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage;
139         proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime;
140         proj.use = W_Fireball_Explode;
141         proj.think = W_Fireball_Think;
142         proj.nextthink = time;
143         proj.health = autocvar_g_balance_fireball_primary_health;
144         proj.team = self.team;
145         proj.event_damage = W_Fireball_Damage;
146         proj.takedamage = DAMAGE_YES;
147         proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale;
148         PROJECTILE_MAKETRIGGER(proj);
149         proj.projectiledeathtype = WEP_FIREBALL;
150         setorigin(proj, w_shotorg);
151
152         proj.movetype = MOVETYPE_FLY;
153         W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
154         proj.angles = vectoangles(proj.velocity);
155         proj.touch = W_Fireball_TouchExplode;
156         setsize(proj, '-16 -16 -16', '16 16 16');
157         proj.flags = FL_PROJECTILE;
158
159         CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
160
161         other = proj; MUTATOR_CALLHOOK(EditProjectile);
162 }
163
164 void W_Fireball_AttackEffect(float i, vector f_diff)
165 {
166         W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
167         w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
168         pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
169 }
170
171 void W_Fireball_Attack1_Frame4()
172 {
173         W_Fireball_Attack1();
174         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready);
175 }
176
177 void W_Fireball_Attack1_Frame3()
178 {
179         W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
180         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4);
181 }
182
183 void W_Fireball_Attack1_Frame2()
184 {
185         W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
186         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3);
187 }
188
189 void W_Fireball_Attack1_Frame1()
190 {
191         W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
192         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2);
193 }
194
195 void W_Fireball_Attack1_Frame0()
196 {
197         W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
198
199         W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
200         sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
201         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
202 }
203
204 void W_Firemine_Think()
205 {
206         if(time > self.pushltime)
207         {
208                 remove(self);
209                 return;
210         }
211
212         // make it "hot" once it leaves its owner
213         if(self.owner)
214         {
215                 if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius)
216                 {
217                         self.cnt += 1;
218                         if(self.cnt == 3)
219                                 self.owner = world;
220                 }
221                 else
222                         self.cnt = 0;
223         }
224
225         W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime);
226
227         self.nextthink = time + 0.1;
228 }
229
230 void W_Firemine_Touch (void)
231 {
232         PROJECTILE_TOUCH;
233         if (other.takedamage == DAMAGE_AIM)
234         if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
235         {
236                 remove(self);
237                 return;
238         }
239         self.projectiledeathtype |= HITTYPE_BOUNCE;
240 }
241
242 void W_Fireball_Attack2()
243 {
244         local entity proj;
245         vector f_diff;
246         float c;
247
248         W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo);
249
250         c = mod(self.bulletcounter, 4);
251         switch(c)
252         {
253                 case 0:
254                         f_diff = '-1.25 -3.75 0';
255                         break;
256                 case 1:
257                         f_diff = '+1.25 -3.75 0';
258                         break;
259                 case 2:
260                         f_diff = '-1.25 +3.75 0';
261                         break;
262                 case 3:
263                 default:
264                         f_diff = '+1.25 +3.75 0';
265                         break;
266         }
267         W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, autocvar_g_balance_fireball_secondary_damage);
268         traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
269         w_shotorg = trace_endpos;
270
271         pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
272
273         proj = spawn ();
274         proj.owner = proj.realowner = self;
275         proj.classname = "grenade";
276         proj.bot_dodge = TRUE;
277         proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage;
278         proj.movetype = MOVETYPE_BOUNCE;
279         proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
280         proj.touch = W_Firemine_Touch;
281         PROJECTILE_MAKETRIGGER(proj);
282         setsize(proj, '-4 -4 -4', '4 4 4');
283         setorigin(proj, w_shotorg);
284         proj.think = W_Firemine_Think;
285         proj.nextthink = time;
286         proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale;
287         proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime;
288         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
289
290         proj.angles = vectoangles(proj.velocity);
291         proj.flags = FL_PROJECTILE;
292
293         CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
294
295         other = proj; MUTATOR_CALLHOOK(EditProjectile);
296 }
297
298 void spawnfunc_weapon_fireball (void)
299 {
300         weapon_defaultspawnfunc(WEP_FIREBALL);
301 }
302
303 float w_fireball(float req)
304 {
305         float ammo_amount;
306         if (req == WR_AIM)
307         {
308                 self.BUTTON_ATCK = FALSE;
309                 self.BUTTON_ATCK2 = FALSE;
310                 if (self.bot_primary_fireballmooth == 0)
311                 {
312                         if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE))
313                         {
314                                 self.BUTTON_ATCK = TRUE;
315                                 if(random() < 0.02) self.bot_primary_fireballmooth = 0;
316                         }
317                 }
318                 else
319                 {
320                         if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE))
321                         {
322                                 self.BUTTON_ATCK2 = TRUE;
323                                 if(random() < 0.01) self.bot_primary_fireballmooth = 1;
324                         }
325                 }
326         }
327         else if (req == WR_THINK)
328         {
329                 if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
330                         weapon_action(self.weapon, WR_RELOAD);
331                 else if (self.BUTTON_ATCK)
332                 {
333                         if (time >= self.fireball_primarytime)
334                         if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
335                         {
336                                 W_Fireball_Attack1_Frame0();
337                                 self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2 * W_WeaponRateFactor();
338                         }
339                 }
340                 else if (self.BUTTON_ATCK2)
341                 {
342                         if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
343                         {
344                                 W_Fireball_Attack2();
345                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
346                         }
347                 }
348         }
349         else if (req == WR_PRECACHE)
350         {
351                 precache_model ("models/weapons/g_fireball.md3");
352                 precache_model ("models/weapons/v_fireball.md3");
353                 precache_model ("models/weapons/h_fireball.iqm");
354                 precache_model ("models/sphere/sphere.md3");
355                 precache_sound ("weapons/fireball_fire.wav");
356                 precache_sound ("weapons/fireball_fire2.wav");
357                 precache_sound ("weapons/fireball_prefire2.wav");
358                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
359         }
360         else if (req == WR_SETUP)
361         {
362                 weapon_setup(WEP_FIREBALL);
363                 self.current_ammo = ammo_fuel;
364         }
365         else if (req == WR_CHECKAMMO1)
366         {
367                 ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
368                 ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_primary_ammo;
369                 return ammo_amount;
370         }
371         else if (req == WR_CHECKAMMO2)
372         {
373                 ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
374                 ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_secondary_ammo;
375                 return ammo_amount;
376         }
377         else if (req == WR_RESETPLAYER)
378         {
379                 self.fireball_primarytime = time;
380         }
381         else if (req == WR_RELOAD)
382         {
383                 // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
384                 if(self.ammo_fuel < 1)
385                         self.ammo_fuel = 0;
386
387                 W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
388         }
389         return TRUE;
390 };
391 #endif
392 #ifdef CSQC
393 float w_fireball(float req)
394 {
395         if(req == WR_IMPACTEFFECT)
396         {
397                 vector org2;
398                 if(w_deathtype & HITTYPE_SECONDARY)
399                 {
400                         // firemine goes out silently
401                 }
402                 else
403                 {
404                         org2 = w_org + w_backoff * 16;
405                         pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
406                         if(!w_issilent)
407                                 sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
408                 }
409         }
410         else if(req == WR_PRECACHE)
411         {
412                 precache_sound("weapons/fireball_impact2.wav");
413         }
414         else if (req == WR_SUICIDEMESSAGE)
415         {
416                 if(w_deathtype & HITTYPE_SECONDARY)
417                         w_deathtypestring = _("%s forgot about some firemine");
418                 else
419                         w_deathtypestring = _("%s should have used a smaller gun");
420         }
421         else if (req == WR_KILLMESSAGE)
422         {
423                 if(w_deathtype & HITTYPE_SECONDARY)
424                 {
425                         if(w_deathtype & HITTYPE_HEADSHOT)
426                                 w_deathtypestring = _("%s tried to catch %s's firemine");
427                         else
428                                 w_deathtypestring = _("%s fatefully ignored %s's firemine");
429                 }
430                 else
431                 {
432                         if(w_deathtype & HITTYPE_BOUNCE)
433                         {
434                                 if(w_deathtype & HITTYPE_SPLASH) // BFG effect
435                                         w_deathtypestring = _("%s could not hide from %s's fireball");
436                                 else // laser
437                                         w_deathtypestring = _("%s saw the pretty lights of %s's fireball");
438                         }
439                         else if(w_deathtype & HITTYPE_SPLASH)
440                                 w_deathtypestring = _("%s got too close to %s's fireball");
441                         else
442                                 w_deathtypestring = _("%s tasted %s's fireball");
443                 }
444         }
445         return TRUE;
446 }
447 #endif
448 #endif