]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_grenadelauncher.qc
Merge remote branch 'origin/master'
[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_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.owner, other))
13                                 if(other.deadflag == DEAD_NO)
14                                         if(IsFlying(other))
15                                                 AnnounceTo(self.owner, "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.owner, cvar("g_balance_grenadelauncher_primary_damage"), cvar("g_balance_grenadelauncher_primary_edgedamage"), cvar("g_balance_grenadelauncher_primary_radius"), world, cvar("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.owner, other))
33                                 if(IsFlying(other))
34                                         AnnounceTo(self.owner, "airshot");
35
36         self.event_damage = SUB_Null;
37         self.takedamage = DAMAGE_NO;
38
39         if(self.movetype == MOVETYPE_NONE)
40                 self.velocity = self.oldvelocity;
41
42         RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_secondary_damage"), cvar("g_balance_grenadelauncher_secondary_edgedamage"), cvar("g_balance_grenadelauncher_secondary_radius"), world, cvar("g_balance_grenadelauncher_secondary_force"), self.projectiledeathtype, other);
43
44         remove (self);
45 }
46
47 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
48 {
49         if (self.health <= 0)
50                 return;
51         self.health = self.health - damage;
52         if (self.health <= 0)
53         {
54                 W_PrepareExplosionByDamage(attacker, self.think);
55         }
56 }
57
58 void W_Grenade_Think1 (void)
59 {
60         self.nextthink = time;
61         if (time > self.cnt)
62         {
63                 other = world;
64                 self.projectiledeathtype |= HITTYPE_BOUNCE;
65                 W_Grenade_Explode ();
66                 return;
67         }
68         if(self.gl_detonate_later && self.gl_bouncecnt >= cvar("g_balance_grenadelauncher_primary_remote_minbouncecnt"))
69                 W_Grenade_Explode();
70 }
71
72 void W_Grenade_Touch1 (void)
73 {
74         PROJECTILE_TOUCH;
75         if (other.takedamage == DAMAGE_AIM || cvar("g_balance_grenadelauncher_primary_type") == 0) // always explode when hitting a player, or if normal mortar projectile
76         {
77                 self.use ();
78         }
79         else if (cvar("g_balance_grenadelauncher_primary_type") == 1) // bounce
80         {
81                 float r;
82                 r = random() * 6;
83                 if(r < 1)
84                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
85                 else if(r < 2)
86                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
87                 else if(r < 3)
88                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
89                 else if(r < 4)
90                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
91                 else if(r < 5)
92                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
93                 else
94                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
95                 self.projectiledeathtype |= HITTYPE_BOUNCE;
96                 self.gl_bouncecnt += 1;
97         }
98         else if(cvar("g_balance_grenadelauncher_primary_type") == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
99         {
100                 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
101
102                 // let it stick whereever it is
103                 self.oldvelocity = self.velocity;
104                 self.velocity = '0 0 0';
105                 self.movetype = MOVETYPE_NONE; // also disables gravity
106                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
107                 UpdateCSQCProjectile(self);
108
109                 // do not respond to any more touches
110                 self.solid = SOLID_NOT;
111
112                 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
113         }
114 }
115
116 void W_Grenade_Touch2 (void)
117 {
118         PROJECTILE_TOUCH;
119         if (other.takedamage == DAMAGE_AIM || cvar("g_balance_grenadelauncher_secondary_type") == 0) // always explode when hitting a player, or if normal mortar projectile
120         {
121                 self.use ();
122         }
123         else if (cvar("g_balance_grenadelauncher_secondary_type") == 1) // bounce
124         {
125                 float r;
126                 r = random() * 6;
127                 if(r < 1)
128                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
129                 else if(r < 2)
130                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
131                 else if(r < 3)
132                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
133                 else if(r < 4)
134                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
135                 else if(r < 5)
136                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
137                 else
138                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
139                 self.projectiledeathtype |= HITTYPE_BOUNCE;
140                 self.gl_bouncecnt += 1;
141         }
142         else if(cvar("g_balance_grenadelauncher_secondary_type") == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
143         {
144                 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
145
146                 // let it stick whereever it is
147                 self.oldvelocity = self.velocity;
148                 self.velocity = '0 0 0';
149                 self.movetype = MOVETYPE_NONE; // also disables gravity
150                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
151                 UpdateCSQCProjectile(self);
152
153                 // do not respond to any more touches
154                 self.solid = SOLID_NOT;
155
156                 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_secondary_lifetime2"));
157         }
158 }
159
160 void W_Grenade_Attack (void)
161 {
162         local entity gren;
163
164         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
165                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
166         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
167         w_shotdir = v_forward; // no TrueAim for grenades please
168
169         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
170
171         gren = spawn ();
172         gren.owner = self;
173         gren.classname = "grenade";
174         gren.bot_dodge = TRUE;
175         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
176         gren.movetype = MOVETYPE_BOUNCE;
177         gren.bouncefactor = cvar("g_balance_grenadelauncher_primary_bouncefactor");
178         gren.bouncestop = cvar("g_balance_grenadelauncher_primary_bouncestop");
179         PROJECTILE_MAKETRIGGER(gren);
180         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
181         setorigin(gren, w_shotorg);
182         setsize(gren, '-3 -3 -3', '3 3 3');
183
184         gren.cnt = time + cvar("g_balance_grenadelauncher_primary_lifetime");
185         gren.nextthink = time;
186         gren.think = W_Grenade_Think1;
187         gren.use = W_Grenade_Explode;
188         gren.touch = W_Grenade_Touch1;
189
190         gren.takedamage = DAMAGE_YES;
191         gren.health = cvar("g_balance_grenadelauncher_primary_health");
192         gren.damageforcescale = cvar("g_balance_grenadelauncher_primary_damageforcescale");
193         gren.event_damage = W_Grenade_Damage;
194         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
195
196         gren.angles = vectoangles (gren.velocity);
197         gren.flags = FL_PROJECTILE;
198
199         if(cvar("g_balance_grenadelauncher_primary_type") == 0 || cvar("g_balance_grenadelauncher_primary_type") == 2)
200                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
201         else
202                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
203 }
204
205 void W_Grenade_Attack2 (void)
206 {
207         local entity gren;
208
209         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
210                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
211         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
212         w_shotdir = v_forward; // no TrueAim for grenades please
213
214         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
215
216         gren = spawn ();
217         gren.owner = self;
218         gren.classname = "grenade";
219         gren.bot_dodge = TRUE;
220         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
221         gren.movetype = MOVETYPE_BOUNCE;
222         gren.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
223         gren.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
224         PROJECTILE_MAKETRIGGER(gren);
225         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
226         setorigin(gren, w_shotorg);
227         setsize(gren, '-3 -3 -3', '3 3 3');
228
229         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
230         gren.think = adaptor_think2use_hittype_splash;
231         gren.use = W_Grenade_Explode2;
232         gren.touch = W_Grenade_Touch2;
233
234         gren.takedamage = DAMAGE_YES;
235         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
236         gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
237         gren.event_damage = W_Grenade_Damage;
238         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
239
240         gren.angles = vectoangles (gren.velocity);
241         gren.flags = FL_PROJECTILE;
242
243         if(cvar("g_balance_grenadelauncher_secondary_type") == 0 || cvar("g_balance_grenadelauncher_secondary_type") == 2)
244                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
245         else
246                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
247 }
248
249 void spawnfunc_weapon_grenadelauncher (void)
250 {
251         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
252 }
253
254 .float bot_secondary_grenademooth;
255 float w_glauncher(float req)
256 {
257         entity nade;
258         float nadefound;
259
260         if (req == WR_AIM)
261         {
262                 self.BUTTON_ATCK = FALSE;
263                 self.BUTTON_ATCK2 = FALSE;
264                 if (self.bot_secondary_grenademooth == 0)
265                 {
266                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
267                         {
268                                 self.BUTTON_ATCK = TRUE;
269                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
270                         }
271                 }
272                 else
273                 {
274                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
275                         {
276                                 self.BUTTON_ATCK2 = TRUE;
277                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
278                         }
279                 }
280         }
281         else if (req == WR_THINK)
282         {
283                 if (self.BUTTON_ATCK)
284                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
285                 {
286                         W_Grenade_Attack();
287                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
288                 }
289                 if (self.BUTTON_ATCK2)
290                 {
291                         if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
292                         {
293                                 nadefound = 0;
294                                 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
295                                 {
296                                         if(!nade.gl_detonate_later)
297                                         {
298                                                 nade.gl_detonate_later = TRUE;
299                                                 nadefound = 1;
300                                         }
301                                 }
302                                 if(nadefound)
303                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
304                         }
305                         else if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
306                         {
307                                 W_Grenade_Attack2();
308                                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
309                         }
310                 }
311         }
312         else if (req == WR_PRECACHE)
313         {
314                 precache_model ("models/weapons/g_gl.md3");
315                 precache_model ("models/weapons/v_gl.md3");
316                 precache_model ("models/weapons/h_gl.iqm");
317                 precache_sound ("weapons/grenade_bounce1.wav");
318                 precache_sound ("weapons/grenade_bounce2.wav");
319                 precache_sound ("weapons/grenade_bounce3.wav");
320                 precache_sound ("weapons/grenade_bounce4.wav");
321                 precache_sound ("weapons/grenade_bounce5.wav");
322                 precache_sound ("weapons/grenade_bounce6.wav");
323                 precache_sound ("weapons/grenade_stick.wav");
324                 precache_sound ("weapons/grenade_fire.wav");
325         }
326         else if (req == WR_SETUP)
327                 weapon_setup(WEP_GRENADE_LAUNCHER);
328         else if (req == WR_CHECKAMMO1)
329                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
330         else if (req == WR_CHECKAMMO2)
331                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
332         return TRUE;
333 };
334 #endif
335 #ifdef CSQC
336 float w_glauncher(float req)
337 {
338         if(req == WR_IMPACTEFFECT)
339         {
340                 vector org2;
341                 org2 = w_org + w_backoff * 12;
342                 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
343                 if(!w_issilent)
344                         sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
345         }
346         else if(req == WR_PRECACHE)
347         {
348                 precache_sound("weapons/grenade_impact.wav");
349         }
350         else if (req == WR_SUICIDEMESSAGE)
351         {
352                 if(w_deathtype & HITTYPE_SECONDARY)
353                         w_deathtypestring = "%s tried out his own grenade";
354                 else
355                         w_deathtypestring = "%s detonated";
356         }
357         else if (req == WR_KILLMESSAGE)
358         {
359                 if(w_deathtype & HITTYPE_SPLASH)
360                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
361                                 w_deathtypestring = "%s didn't see %s's grenade";
362                         else // unchecked: SECONDARY
363                                 w_deathtypestring = "%s almost dodged %s's grenade";
364                 else // unchecked: SECONDARY, BOUNCE
365                         w_deathtypestring = "%s ate %s's grenade";
366         }
367         return TRUE;
368 }
369 #endif
370 #endif