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