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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
3 #else
4 #ifdef SVQC
5 // NO bounce protection, as bounces are limited!
6
7 void W_Hagar_Explode (void)
8 {
9         self.event_damage = SUB_Null;
10         RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
11
12         remove (self);
13 }
14
15 void W_Hagar_Explode2 (void)
16 {
17         self.event_damage = SUB_Null;
18         RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
19
20         remove (self);
21 }
22
23 void W_Hagar_Touch (void)
24 {
25         PROJECTILE_TOUCH;
26         self.use ();
27 }
28
29 void W_Hagar_Touch2 (void)
30 {
31         PROJECTILE_TOUCH;
32
33         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
34                 self.use();
35         } else {
36                 self.cnt++;
37                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
38                 self.angles = vectoangles (self.velocity);
39                 self.owner = world;
40                 self.projectiledeathtype |= HITTYPE_BOUNCE;
41         }
42 }
43
44 void W_Hagar_Attack (void)
45 {
46         local entity missile;
47
48         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
49
50         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
51
52         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
53
54         missile = spawn ();
55         missile.owner = missile.realowner = self;
56         missile.classname = "missile";
57         missile.bot_dodge = TRUE;
58         missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
59         missile.touch = W_Hagar_Touch;
60         missile.use = W_Hagar_Explode;
61         missile.think = adaptor_think2use_hittype_splash;
62         missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
63         PROJECTILE_MAKETRIGGER(missile);
64         missile.projectiledeathtype = WEP_HAGAR;
65         setorigin (missile, w_shotorg);
66         setsize(missile, '0 0 0', '0 0 0');
67
68         missile.movetype = MOVETYPE_FLY;
69         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
70
71         missile.angles = vectoangles (missile.velocity);
72         missile.flags = FL_PROJECTILE;
73
74         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
75
76         other = missile; MUTATOR_CALLHOOK(EditProjectile);
77 }
78
79 void W_Hagar_Attack2 (void)
80 {
81         local entity missile;
82
83         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
84
85         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
86
87         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
88
89         missile = spawn ();
90         missile.owner = missile.realowner = self;
91         missile.classname = "missile";
92         missile.bot_dodge = TRUE;
93         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
94         missile.touch = W_Hagar_Touch2;
95         missile.cnt = 0;
96         missile.use = W_Hagar_Explode2;
97         missile.think = adaptor_think2use_hittype_splash;
98         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
99         PROJECTILE_MAKETRIGGER(missile);
100         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
101         setorigin (missile, w_shotorg);
102         setsize(missile, '0 0 0', '0 0 0');
103
104         missile.movetype = MOVETYPE_BOUNCEMISSILE;
105         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
106
107         missile.angles = vectoangles (missile.velocity);
108         missile.flags = FL_PROJECTILE;
109
110         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
111
112         other = missile; MUTATOR_CALLHOOK(EditProjectile);
113 }
114
115 .float hagar_loadstep, hagar_loadblock;
116 void W_Hagar_Attack2_Load_Release (void)
117 {
118         // time to release the rockets we've loaded
119
120         local entity missile;
121         local float counter, shots;
122         local vector s;
123         vector forward, right, up;
124
125         if(!self.hagar_load)
126                 return;
127
128         weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
129
130         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
131         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
132
133         forward = v_forward;
134         right = v_right;
135         up = v_up;
136
137         shots = self.hagar_load;
138         missile = world;
139         while (counter < shots)
140         {
141                 missile = spawn ();
142                 missile.owner = missile.realowner = self;
143                 missile.classname = "missile";
144                 missile.bot_dodge = TRUE;
145                 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
146
147                 missile.touch = W_Hagar_Touch; // not bouncy
148                 missile.use = W_Hagar_Explode2;
149                 missile.think = adaptor_think2use_hittype_splash;
150                 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
151                 PROJECTILE_MAKETRIGGER(missile);
152                 missile.projectiledeathtype = WEP_HAGAR;
153                 setorigin (missile, w_shotorg);
154                 setsize(missile, '0 0 0', '0 0 0');
155                 missile.movetype = MOVETYPE_FLY;
156
157                 s = '0 0 0';
158                 if (counter == 0)
159                         s = '0 0 0';
160                 else
161                 {
162                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
163                         s_y = v_forward_x;
164                         s_z = v_forward_y;
165                 }
166                 s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
167                 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
168
169                 missile.angles = vectoangles (missile.velocity);
170                 missile.flags = FL_PROJECTILE;
171
172                 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
173
174                 other = missile; MUTATOR_CALLHOOK(EditProjectile);
175
176                 counter = counter + 1;
177         }
178
179         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
180         self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
181         self.hagar_load = 0;
182 }
183
184 void W_Hagar_Attack2_Load (void)
185 {
186         // loadable hagar secondary attack, must always run each frame
187
188         local float loaded;
189         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
190
191         if(self.BUTTON_ATCK2)
192         {
193                 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
194                 {
195                         if(self.hagar_load)
196                         {
197                                 // if we pressed primary fire while loading, unload all rockets and abort
198                                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
199                                 self.hagar_load = 0;
200                                 sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
201
202                                 // pause until we can load rockets again, once we re-press the alt fire button
203                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
204
205                                 // require letting go of the alt fire button before we can load again
206                                 self.hagar_loadblock = TRUE;
207                         }
208                 }
209                 else
210                 {
211                         // check if we can attempt to load another rocket
212                         if(!self.hagar_loadblock && !loaded && weapon_action(self.weapon, WR_CHECKAMMO2))
213                         if(self.hagar_loadstep < time)
214                         {
215                                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
216                                 self.hagar_load += 1;
217                                 sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
218
219                                 // if this is the last rocket we can load, play the beep sound to notify the player of that
220                                 if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
221                                         sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
222
223                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
224                         }
225                 }
226         }
227         else if(self.hagar_loadblock)
228         {
229                 // the alt fire button was released, so re-enable loading if blocked
230                 self.hagar_loadblock = FALSE;
231         }
232
233         if(self.hagar_load)
234         {
235                 self.weapon_forbidchange = TRUE;
236
237                 if(!self.BUTTON_ATCK2 || ((loaded || !weapon_action(self.weapon, WR_CHECKAMMO2)) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
238                         W_Hagar_Attack2_Load_Release();
239         }
240         else
241                 self.weapon_forbidchange = FALSE;
242
243         // we aren't checking ammo during an attack, so we must do it here
244         if not(weapon_action(self.weapon, WR_CHECKAMMO2))
245         {
246                 W_SwitchToOtherWeapon(self);
247                 return;
248         }
249 }
250
251 void spawnfunc_weapon_hagar (void)
252 {
253         weapon_defaultspawnfunc(WEP_HAGAR);
254 }
255
256 float w_hagar(float req)
257 {
258         float ammo_amount;
259         if (req == WR_AIM)
260                 if (random()>0.15)
261                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
262                 else
263                 {
264                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
265                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
266                 }
267         else if (req == WR_THINK)
268         {
269                 if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
270                         weapon_action(self.weapon, WR_RELOAD);
271                 else
272                 {
273                         local float loadable_secondary;
274                         loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
275
276                         if (loadable_secondary)
277                                 W_Hagar_Attack2_Load(); // must run each frame, even when no firing buttons are pressed
278                         if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
279                         {
280                                 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
281                                 {
282                                         W_Hagar_Attack();
283                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
284                                 }
285                         }
286                         else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
287                         {
288                                 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
289                                 {
290                                         W_Hagar_Attack2();
291                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
292                                 }
293                         }
294                 }
295         }
296         else if (req == WR_PRECACHE)
297         {
298                 precache_model ("models/weapons/g_hagar.md3");
299                 precache_model ("models/weapons/v_hagar.md3");
300                 precache_model ("models/weapons/h_hagar.iqm");
301                 precache_sound ("weapons/hagar_fire.wav");
302                 precache_sound ("weapons/hagar_load.wav");
303                 precache_sound ("weapons/hagar_beep.wav");
304                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
305         }
306         else if (req == WR_SETUP)
307         {
308                 weapon_setup(WEP_HAGAR);
309                 self.current_ammo = ammo_rockets;
310
311                 if(self.hagar_load)
312                 {
313                         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
314                         self.hagar_load = 0;
315                 }
316         }
317         else if (req == WR_CHECKAMMO1)
318         {
319                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
320                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
321                 return ammo_amount;
322         }
323         else if (req == WR_CHECKAMMO2)
324         {
325                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
326                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
327                 return ammo_amount;
328         }
329         else if (req == WR_RESETPLAYER)
330         {
331                 self.hagar_load = 0;
332         }
333         else if (req == WR_PLAYERDEATH)
334         {
335                 // if we have any rockets loaded when we die, release them
336                 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
337                         W_Hagar_Attack2_Load_Release();
338         }
339         else if (req == WR_RELOAD)
340         {
341                 W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
342         }
343         return TRUE;
344 };
345 #endif
346 #ifdef CSQC
347 float w_hagar(float req)
348 {
349         if(req == WR_IMPACTEFFECT)
350         {
351                 vector org2;
352                 org2 = w_org + w_backoff * 6;
353                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
354                 if(!w_issilent)
355                 {
356                         if (w_random<0.15)
357                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
358                         else if (w_random<0.7)
359                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
360                         else
361                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
362                 }
363         }
364         else if(req == WR_PRECACHE)
365         {
366                 precache_sound("weapons/hagexp1.wav");
367                 precache_sound("weapons/hagexp2.wav");
368                 precache_sound("weapons/hagexp3.wav");
369         }
370         else if (req == WR_SUICIDEMESSAGE)
371                 w_deathtypestring = _("%s played with tiny rockets");
372         else if (req == WR_KILLMESSAGE)
373         {
374                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
375                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
376                 else // unchecked: SPLASH, SECONDARY
377                         w_deathtypestring = _("%s was pummeled by %s");
378         }
379         return TRUE;
380 }
381 #endif
382 #endif