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Add a think function for the secondary grenade, this clears up the issue with func...
[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         self.health = self.health - damage;
53         if (self.health <= 0)
54         {
55                 W_PrepareExplosionByDamage(attacker, self.think);
56         }
57 }
58
59 void W_Grenade_Think1 (void)
60 {
61         self.nextthink = time;
62         if (time > self.cnt)
63         {
64                 other = world;
65                 self.projectiledeathtype |= HITTYPE_BOUNCE;
66                 W_Grenade_Explode ();
67                 return;
68         }
69         if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
70                 W_Grenade_Explode();
71 }
72
73 void W_Grenade_Think2 (void)
74 {
75         self.nextthink = time;
76         if (time > self.cnt)
77         {
78                 other = world;
79                 self.projectiledeathtype |= HITTYPE_BOUNCE;
80                 W_Grenade_Explode2 ();
81                 return;
82         }
83 }
84
85 void W_Grenade_Touch1 (void)
86 {
87         PROJECTILE_TOUCH;
88         if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
89         {
90                 self.use ();
91         }
92         else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
93         {
94                 float r;
95                 r = random() * 6;
96                 if(r < 1)
97                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
98                 else if(r < 2)
99                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
100                 else if(r < 3)
101                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
102                 else if(r < 4)
103                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
104                 else if(r < 5)
105                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
106                 else
107                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
108                 self.projectiledeathtype |= HITTYPE_BOUNCE;
109                 self.gl_bouncecnt += 1;
110         }
111         else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
112         {
113                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
114
115                 // let it stick whereever it is
116                 self.oldvelocity = self.velocity;
117                 self.velocity = '0 0 0';
118                 self.movetype = MOVETYPE_NONE; // also disables gravity
119                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
120                 UpdateCSQCProjectile(self);
121
122                 // do not respond to any more touches
123                 self.solid = SOLID_NOT;
124
125                 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick);
126         }
127 }
128
129 void W_Grenade_Touch2 (void)
130 {
131         PROJECTILE_TOUCH;
132         if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
133         {
134                 self.use ();
135         }
136         else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
137         {
138                 float r;
139                 r = random() * 6;
140                 if(r < 1)
141                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
142                 else if(r < 2)
143                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
144                 else if(r < 3)
145                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
146                 else if(r < 4)
147                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
148                 else if(r < 5)
149                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
150                 else
151                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
152                 self.projectiledeathtype |= HITTYPE_BOUNCE;
153                 self.gl_bouncecnt += 1;
154                 
155                 if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1)
156                         self.cnt = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
157                         
158         }
159         else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
160         {
161                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
162
163                 // let it stick whereever it is
164                 self.oldvelocity = self.velocity;
165                 self.velocity = '0 0 0';
166                 self.movetype = MOVETYPE_NONE; // also disables gravity
167                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
168                 UpdateCSQCProjectile(self);
169
170                 // do not respond to any more touches
171                 self.solid = SOLID_NOT;
172
173                 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime_stick);
174         }
175 }
176
177 void W_Grenade_Attack (void)
178 {
179         local entity gren;
180
181         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
182
183         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);
184         w_shotdir = v_forward; // no TrueAim for grenades please
185
186         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
187
188         gren = spawn ();
189         gren.owner = gren.realowner = self;
190         gren.classname = "grenade";
191         gren.bot_dodge = TRUE;
192         gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
193         gren.movetype = MOVETYPE_BOUNCE;
194         gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
195         gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
196         PROJECTILE_MAKETRIGGER(gren);
197         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
198         setorigin(gren, w_shotorg);
199         setsize(gren, '-3 -3 -3', '3 3 3');
200
201         gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
202         gren.nextthink = time;
203         gren.think = W_Grenade_Think1;
204         gren.use = W_Grenade_Explode;
205         gren.touch = W_Grenade_Touch1;
206
207         gren.takedamage = DAMAGE_YES;
208         gren.health = autocvar_g_balance_grenadelauncher_primary_health;
209         gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
210         gren.event_damage = W_Grenade_Damage;
211         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
212
213         gren.angles = vectoangles (gren.velocity);
214         gren.flags = FL_PROJECTILE;
215
216         if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
217                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
218         else
219                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
220
221         other = gren; MUTATOR_CALLHOOK(EditProjectile);
222 }
223
224 void W_Grenade_Attack2 (void)
225 {
226         local entity gren;
227
228         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
229
230         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);
231         w_shotdir = v_forward; // no TrueAim for grenades please
232
233         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
234
235         gren = spawn ();
236         gren.owner = gren.realowner = self;
237         gren.classname = "grenade";
238         gren.bot_dodge = TRUE;
239         gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
240         gren.movetype = MOVETYPE_BOUNCE;
241         gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
242         gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
243         PROJECTILE_MAKETRIGGER(gren);
244         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
245         setorigin(gren, w_shotorg);
246         setsize(gren, '-3 -3 -3', '3 3 3');
247
248         gren.cnt = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
249         gren.nextthink = time;
250         gren.think = W_Grenade_Think2;
251         gren.use = W_Grenade_Explode2;
252         gren.touch = W_Grenade_Touch2;
253
254         gren.takedamage = DAMAGE_YES;
255         gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
256         gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
257         gren.event_damage = W_Grenade_Damage;
258         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
259
260         gren.angles = vectoangles (gren.velocity);
261         gren.flags = FL_PROJECTILE;
262
263         if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
264                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
265         else
266                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
267
268         other = gren; MUTATOR_CALLHOOK(EditProjectile);
269 }
270
271 void spawnfunc_weapon_grenadelauncher (void)
272 {
273         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
274 }
275
276 .float bot_secondary_grenademooth;
277 float w_glauncher(float req)
278 {
279         entity nade;
280         float nadefound;
281         float ammo_amount;
282
283         if (req == WR_AIM)
284         {
285                 self.BUTTON_ATCK = FALSE;
286                 self.BUTTON_ATCK2 = FALSE;
287                 if (self.bot_secondary_grenademooth == 0)
288                 {
289                         if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
290                         {
291                                 self.BUTTON_ATCK = TRUE;
292                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
293                         }
294                 }
295                 else
296                 {
297                         if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
298                         {
299                                 self.BUTTON_ATCK2 = TRUE;
300                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
301                         }
302                 }
303         }
304         else if (req == WR_THINK)
305         {
306                 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
307                         weapon_action(self.weapon, WR_RELOAD);
308                 else if (self.BUTTON_ATCK)
309                 {
310                         if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
311                         {
312                                 W_Grenade_Attack();
313                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
314                         }
315                 }
316                 else if (self.BUTTON_ATCK2)
317                 {
318                         if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
319                         {
320                                 nadefound = 0;
321                                 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
322                                 {
323                                         if(!nade.gl_detonate_later)
324                                         {
325                                                 nade.gl_detonate_later = TRUE;
326                                                 nadefound = 1;
327                                         }
328                                 }
329                                 if(nadefound)
330                                         sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
331                         }
332                         else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
333                         {
334                                 W_Grenade_Attack2();
335                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
336                         }
337                 }
338         }
339         else if (req == WR_PRECACHE)
340         {
341                 precache_model ("models/weapons/g_gl.md3");
342                 precache_model ("models/weapons/v_gl.md3");
343                 precache_model ("models/weapons/h_gl.iqm");
344                 precache_sound ("weapons/grenade_bounce1.wav");
345                 precache_sound ("weapons/grenade_bounce2.wav");
346                 precache_sound ("weapons/grenade_bounce3.wav");
347                 precache_sound ("weapons/grenade_bounce4.wav");
348                 precache_sound ("weapons/grenade_bounce5.wav");
349                 precache_sound ("weapons/grenade_bounce6.wav");
350                 precache_sound ("weapons/grenade_stick.wav");
351                 precache_sound ("weapons/grenade_fire.wav");
352                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
353         }
354         else if (req == WR_SETUP)
355         {
356                 weapon_setup(WEP_GRENADE_LAUNCHER);
357                 self.current_ammo = ammo_rockets;
358         }
359         else if (req == WR_CHECKAMMO1)
360         {
361                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
362                 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
363                 return ammo_amount;
364         }
365         else if (req == WR_CHECKAMMO2)
366         {
367                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
368                 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
369                 return ammo_amount;
370         }
371         else if (req == WR_RELOAD)
372         {
373                 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");
374         }
375         return TRUE;
376 };
377 #endif
378 #ifdef CSQC
379 float w_glauncher(float req)
380 {
381         if(req == WR_IMPACTEFFECT)
382         {
383                 vector org2;
384                 org2 = w_org + w_backoff * 12;
385                 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
386                 if(!w_issilent)
387                         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
388         }
389         else if(req == WR_PRECACHE)
390         {
391                 precache_sound("weapons/grenade_impact.wav");
392         }
393         else if (req == WR_SUICIDEMESSAGE)
394         {
395                 if(w_deathtype & HITTYPE_SECONDARY)
396                         w_deathtypestring = _("%s tried out his own grenade");
397                 else
398                         w_deathtypestring = _("%s detonated");
399         }
400         else if (req == WR_KILLMESSAGE)
401         {
402                 if(w_deathtype & HITTYPE_SPLASH)
403                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
404                                 w_deathtypestring = _("%s didn't see %s's grenade");
405                         else // unchecked: SECONDARY
406                                 w_deathtypestring = _("%s almost dodged %s's grenade");
407                 else // unchecked: SECONDARY, BOUNCE
408                         w_deathtypestring = _("%s ate %s's grenade");
409         }
410         return TRUE;
411 }
412 #endif
413 #endif