]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_grenadelauncher.qc
Fix some more bugs with W_CheckProjectileDamage and hagar -- should be pretty good...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_grenadelauncher.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar"))
3 #else
4 #ifdef SVQC
5 .float gl_detonate_later;
6 .float gl_bouncecnt;
7
8 void W_Grenade_Explode (void)
9 {
10         if(other.takedamage == DAMAGE_AIM)
11                 if(other.classname == "player")
12                         if(IsDifferentTeam(self.realowner, other))
13                                 if(other.deadflag == DEAD_NO)
14                                         if(IsFlying(other))
15                                                 AnnounceTo(self.realowner, "airshot");
16
17         self.event_damage = SUB_Null;
18         self.takedamage = DAMAGE_NO;
19
20         if(self.movetype == MOVETYPE_NONE)
21                 self.velocity = self.oldvelocity;
22
23         RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other);
24
25         remove (self);
26 }
27
28 void W_Grenade_Explode2 (void)
29 {
30         if(other.takedamage == DAMAGE_AIM)
31                 if(other.classname == "player")
32                         if(IsDifferentTeam(self.realowner, other))
33                                 if(other.deadflag == DEAD_NO)
34                                         if(IsFlying(other))
35                                                 AnnounceTo(self.realowner, "airshot");
36
37         self.event_damage = SUB_Null;
38         self.takedamage = DAMAGE_NO;
39
40         if(self.movetype == MOVETYPE_NONE)
41                 self.velocity = self.oldvelocity;
42
43         RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other);
44
45         remove (self);
46 }
47
48 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
49 {
50         if (self.health <= 0)
51                 return;
52                 
53         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
54                 return; // g_projectiles_damage says to halt
55                 
56         self.health = self.health - damage;
57         
58         print(strcat("grenade health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
59         
60         if (self.health <= 0)
61                 W_PrepareExplosionByDamage(attacker, self.use);
62 }
63
64 void W_Grenade_Think1 (void)
65 {
66         self.nextthink = time;
67         if (time > self.cnt)
68         {
69                 other = world;
70                 self.projectiledeathtype |= HITTYPE_BOUNCE;
71                 W_Grenade_Explode ();
72                 return;
73         }
74         if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
75                 W_Grenade_Explode();
76 }
77
78 void W_Grenade_Touch1 (void)
79 {
80         PROJECTILE_TOUCH;
81         if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
82         {
83                 self.use ();
84         }
85         else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
86         {
87                 float r;
88                 r = random() * 6;
89                 if(r < 1)
90                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
91                 else if(r < 2)
92                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
93                 else if(r < 3)
94                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
95                 else if(r < 4)
96                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
97                 else if(r < 5)
98                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
99                 else
100                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
101                 self.projectiledeathtype |= HITTYPE_BOUNCE;
102                 self.gl_bouncecnt += 1;
103         }
104         else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
105         {
106                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
107
108                 // let it stick whereever it is
109                 self.oldvelocity = self.velocity;
110                 self.velocity = '0 0 0';
111                 self.movetype = MOVETYPE_NONE; // also disables gravity
112                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
113                 UpdateCSQCProjectile(self);
114
115                 // do not respond to any more touches
116                 self.solid = SOLID_NOT;
117
118                 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick);
119         }
120 }
121
122 void W_Grenade_Touch2 (void)
123 {
124         PROJECTILE_TOUCH;
125         if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
126         {
127                 self.use ();
128         }
129         else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
130         {
131                 float r;
132                 r = random() * 6;
133                 if(r < 1)
134                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
135                 else if(r < 2)
136                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
137                 else if(r < 3)
138                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
139                 else if(r < 4)
140                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
141                 else if(r < 5)
142                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
143                 else
144                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
145                 self.projectiledeathtype |= HITTYPE_BOUNCE;
146                 self.gl_bouncecnt += 1;
147                 
148                 if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1)
149                         self.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
150                         
151         }
152         else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
153         {
154                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
155
156                 // let it stick whereever it is
157                 self.oldvelocity = self.velocity;
158                 self.velocity = '0 0 0';
159                 self.movetype = MOVETYPE_NONE; // also disables gravity
160                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
161                 UpdateCSQCProjectile(self);
162
163                 // do not respond to any more touches
164                 self.solid = SOLID_NOT;
165
166                 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime_stick);
167         }
168 }
169
170 void W_Grenade_Attack (void)
171 {
172         local entity gren;
173
174         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
175
176         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_primary_damage);
177         w_shotdir = v_forward; // no TrueAim for grenades please
178
179         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
180
181         gren = spawn ();
182         gren.owner = gren.realowner = self;
183         gren.classname = "grenade";
184         gren.bot_dodge = TRUE;
185         gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
186         gren.movetype = MOVETYPE_BOUNCE;
187         gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
188         gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
189         PROJECTILE_MAKETRIGGER(gren);
190         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
191         setorigin(gren, w_shotorg);
192         setsize(gren, '-3 -3 -3', '3 3 3');
193
194         gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
195         gren.nextthink = time;
196         gren.think = W_Grenade_Think1;
197         gren.use = W_Grenade_Explode;
198         gren.touch = W_Grenade_Touch1;
199
200         gren.takedamage = DAMAGE_YES;
201         gren.health = autocvar_g_balance_grenadelauncher_primary_health;
202         gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
203         gren.event_damage = W_Grenade_Damage;
204         gren.damagedbycontents = TRUE;
205         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
206
207         gren.angles = vectoangles (gren.velocity);
208         gren.flags = FL_PROJECTILE;
209
210         if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
211                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
212         else
213                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
214
215         other = gren; MUTATOR_CALLHOOK(EditProjectile);
216 }
217
218 void W_Grenade_Attack2 (void)
219 {
220         local entity gren;
221
222         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
223
224         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_secondary_damage);
225         w_shotdir = v_forward; // no TrueAim for grenades please
226
227         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
228
229         gren = spawn ();
230         gren.owner = gren.realowner = self;
231         gren.classname = "grenade";
232         gren.bot_dodge = TRUE;
233         gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
234         gren.movetype = MOVETYPE_BOUNCE;
235         gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
236         gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
237         PROJECTILE_MAKETRIGGER(gren);
238         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
239         setorigin(gren, w_shotorg);
240         setsize(gren, '-3 -3 -3', '3 3 3');
241
242         gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
243         gren.think = adaptor_think2use_hittype_splash;
244         gren.use = W_Grenade_Explode2;
245         gren.touch = W_Grenade_Touch2;
246
247         gren.takedamage = DAMAGE_YES;
248         gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
249         gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
250         gren.event_damage = W_Grenade_Damage;
251         gren.damagedbycontents = TRUE;
252         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
253
254         gren.angles = vectoangles (gren.velocity);
255         gren.flags = FL_PROJECTILE;
256
257         if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
258                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
259         else
260                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
261
262         other = gren; MUTATOR_CALLHOOK(EditProjectile);
263 }
264
265 void spawnfunc_weapon_grenadelauncher (void)
266 {
267         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
268 }
269
270 .float bot_secondary_grenademooth;
271 float w_glauncher(float req)
272 {
273         entity nade;
274         float nadefound;
275         float ammo_amount;
276
277         if (req == WR_AIM)
278         {
279                 self.BUTTON_ATCK = FALSE;
280                 self.BUTTON_ATCK2 = FALSE;
281                 if (self.bot_secondary_grenademooth == 0)
282                 {
283                         if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
284                         {
285                                 self.BUTTON_ATCK = TRUE;
286                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
287                         }
288                 }
289                 else
290                 {
291                         if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
292                         {
293                                 self.BUTTON_ATCK2 = TRUE;
294                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
295                         }
296                 }
297         }
298         else if (req == WR_THINK)
299         {
300                 if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
301                         weapon_action(self.weapon, WR_RELOAD);
302                 else if (self.BUTTON_ATCK)
303                 {
304                         if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
305                         {
306                                 W_Grenade_Attack();
307                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
308                         }
309                 }
310                 else if (self.BUTTON_ATCK2)
311                 {
312                         if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
313                         {
314                                 nadefound = 0;
315                                 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
316                                 {
317                                         if(!nade.gl_detonate_later)
318                                         {
319                                                 nade.gl_detonate_later = TRUE;
320                                                 nadefound = 1;
321                                         }
322                                 }
323                                 if(nadefound)
324                                         sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
325                         }
326                         else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
327                         {
328                                 W_Grenade_Attack2();
329                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
330                         }
331                 }
332         }
333         else if (req == WR_PRECACHE)
334         {
335                 precache_model ("models/weapons/g_gl.md3");
336                 precache_model ("models/weapons/v_gl.md3");
337                 precache_model ("models/weapons/h_gl.iqm");
338                 precache_sound ("weapons/grenade_bounce1.wav");
339                 precache_sound ("weapons/grenade_bounce2.wav");
340                 precache_sound ("weapons/grenade_bounce3.wav");
341                 precache_sound ("weapons/grenade_bounce4.wav");
342                 precache_sound ("weapons/grenade_bounce5.wav");
343                 precache_sound ("weapons/grenade_bounce6.wav");
344                 precache_sound ("weapons/grenade_stick.wav");
345                 precache_sound ("weapons/grenade_fire.wav");
346                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
347         }
348         else if (req == WR_SETUP)
349         {
350                 weapon_setup(WEP_GRENADE_LAUNCHER);
351                 self.current_ammo = ammo_rockets;
352         }
353         else if (req == WR_CHECKAMMO1)
354         {
355                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
356                 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
357                 return ammo_amount;
358         }
359         else if (req == WR_CHECKAMMO2)
360         {
361                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
362                 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
363                 return ammo_amount;
364         }
365         else if (req == WR_RELOAD)
366         {
367                 W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
368         }
369         return TRUE;
370 };
371 #endif
372 #ifdef CSQC
373 float w_glauncher(float req)
374 {
375         if(req == WR_IMPACTEFFECT)
376         {
377                 vector org2;
378                 org2 = w_org + w_backoff * 12;
379                 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
380                 if(!w_issilent)
381                         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
382         }
383         else if(req == WR_PRECACHE)
384         {
385                 precache_sound("weapons/grenade_impact.wav");
386         }
387         else if (req == WR_SUICIDEMESSAGE)
388         {
389                 if(w_deathtype & HITTYPE_SECONDARY)
390                         w_deathtypestring = _("%s tried out his own grenade");
391                 else
392                         w_deathtypestring = _("%s detonated");
393         }
394         else if (req == WR_KILLMESSAGE)
395         {
396                 if(w_deathtype & HITTYPE_SPLASH)
397                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
398                                 w_deathtypestring = _("%s didn't see %s's grenade");
399                         else // unchecked: SECONDARY
400                                 w_deathtypestring = _("%s almost dodged %s's grenade");
401                 else // unchecked: SECONDARY, BOUNCE
402                         w_deathtypestring = _("%s ate %s's grenade");
403         }
404         return TRUE;
405 }
406 #endif
407 #endif