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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_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
24 {
25         if (self.health <= 0)
26                 return;
27                 
28         float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
29                 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) 
30                 && (self.projectiledeathtype & HITTYPE_SECONDARY));
31         
32         if(is_linkexplode)
33                 is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode);
34         else
35                 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
36
37         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
38                 return; // g_projectiles_damage says to halt
39
40         self.health = self.health - damage;
41         self.angles = vectoangles(self.velocity);
42         
43         if (self.health <= 0)
44                 W_PrepareExplosionByDamage(attacker, self.think);
45 }
46
47 void W_Hagar_Touch (void)
48 {
49         PROJECTILE_TOUCH;
50         self.use ();
51 }
52
53 void W_Hagar_Touch2 (void)
54 {
55         PROJECTILE_TOUCH;
56
57         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
58                 self.use();
59         } else {
60                 self.cnt++;
61                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
62                 self.angles = vectoangles (self.velocity);
63                 self.owner = world;
64                 self.projectiledeathtype |= HITTYPE_BOUNCE;
65         }
66 }
67
68 void W_Hagar_Attack (void)
69 {
70         entity missile;
71
72         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
73
74         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
75
76         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
77
78         missile = spawn ();
79         missile.owner = missile.realowner = self;
80         missile.classname = "missile";
81         missile.bot_dodge = TRUE;
82         missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
83         
84         missile.takedamage = DAMAGE_YES;
85         missile.health = autocvar_g_balance_hagar_primary_health;
86         missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
87         missile.event_damage = W_Hagar_Damage;
88         missile.damagedbycontents = TRUE;
89         
90         missile.touch = W_Hagar_Touch;
91         missile.use = W_Hagar_Explode;
92         missile.think = adaptor_think2use_hittype_splash;
93         missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
94         PROJECTILE_MAKETRIGGER(missile);
95         missile.projectiledeathtype = WEP_HAGAR;
96         setorigin (missile, w_shotorg);
97         setsize(missile, '0 0 0', '0 0 0');
98
99         missile.movetype = MOVETYPE_FLY;
100         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
101
102         missile.angles = vectoangles (missile.velocity);
103         missile.flags = FL_PROJECTILE;
104
105         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
106
107         other = missile; MUTATOR_CALLHOOK(EditProjectile);
108 }
109
110 void W_Hagar_Attack2 (void)
111 {
112         entity missile;
113
114         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
115
116         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
117
118         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
119
120         missile = spawn ();
121         missile.owner = missile.realowner = self;
122         missile.classname = "missile";
123         missile.bot_dodge = TRUE;
124         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
125         
126         missile.takedamage = DAMAGE_YES;
127         missile.health = autocvar_g_balance_hagar_secondary_health;
128         missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
129         missile.event_damage = W_Hagar_Damage;
130         missile.damagedbycontents = TRUE;
131
132         missile.touch = W_Hagar_Touch2;
133         missile.cnt = 0;
134         missile.use = W_Hagar_Explode2;
135         missile.think = adaptor_think2use_hittype_splash;
136         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
137         PROJECTILE_MAKETRIGGER(missile);
138         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
139         setorigin (missile, w_shotorg);
140         setsize(missile, '0 0 0', '0 0 0');
141
142         missile.movetype = MOVETYPE_BOUNCEMISSILE;
143         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
144
145         missile.angles = vectoangles (missile.velocity);
146         missile.flags = FL_PROJECTILE;
147
148         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
149
150         other = missile; MUTATOR_CALLHOOK(EditProjectile);
151 }
152
153 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
154 void W_Hagar_Attack2_Load_Release (void)
155 {
156         // time to release the rockets we've loaded
157
158         entity missile;
159         float counter, shots, spread_pershot;
160         vector s;
161         vector forward, right, up;
162
163         if(!self.hagar_load)
164                 return;
165
166         weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
167
168         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
169         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
170
171         forward = v_forward;
172         right = v_right;
173         up = v_up;
174
175         shots = self.hagar_load;
176         missile = world;
177         for(counter = 0; counter < shots; ++counter)
178         {
179                 missile = spawn ();
180                 missile.owner = missile.realowner = self;
181                 missile.classname = "missile";
182                 missile.bot_dodge = TRUE;
183                 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
184                 
185                 missile.takedamage = DAMAGE_YES;
186                 missile.health = autocvar_g_balance_hagar_secondary_health;
187                 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
188                 missile.event_damage = W_Hagar_Damage;
189                 missile.damagedbycontents = TRUE;
190
191                 missile.touch = W_Hagar_Touch; // not bouncy
192                 missile.use = W_Hagar_Explode2;
193                 missile.think = adaptor_think2use_hittype_splash;
194                 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
195                 PROJECTILE_MAKETRIGGER(missile);
196                 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
197                 setorigin (missile, w_shotorg);
198                 setsize(missile, '0 0 0', '0 0 0');
199                 missile.movetype = MOVETYPE_FLY;
200                 
201                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
202                 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); 
203                 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
204                 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
205                 
206                 // pattern spread calculation
207                 s = '0 0 0';
208                 if (counter == 0)
209                         s = '0 0 0';
210                 else
211                 {
212                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
213                         s_y = v_forward_x;
214                         s_z = v_forward_y;
215                 }
216                 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
217                 
218                 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
219
220                 missile.angles = vectoangles (missile.velocity);
221                 missile.flags = FL_PROJECTILE;
222
223                 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
224
225                 other = missile; MUTATOR_CALLHOOK(EditProjectile);
226         }
227
228         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
229         self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
230         self.hagar_load = 0;
231 }
232
233 void W_Hagar_Attack2_Load (void)
234 {
235         // loadable hagar secondary attack, must always run each frame
236
237         float loaded, enough_ammo;
238         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
239
240         // this is different than WR_CHECKAMMO when it comes to reloading
241         if(autocvar_g_balance_hagar_reload_ammo)
242                 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
243         else
244                 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
245
246         if(self.BUTTON_ATCK2)
247         {
248                 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
249                 {
250                         if(self.hagar_load)
251                         {
252                                 // if we pressed primary fire while loading, unload all rockets and abort
253                                 self.weaponentity.state = WS_READY;
254                                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
255                                 self.hagar_load = 0;
256                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
257
258                                 // pause until we can load rockets again, once we re-press the alt fire button
259                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
260
261                                 // require letting go of the alt fire button before we can load again
262                                 self.hagar_loadblock = TRUE;
263                         }
264                 }
265                 else
266                 {
267                         // check if we can attempt to load another rocket
268                         if(!loaded && enough_ammo)
269                         {
270                                 if(!self.hagar_loadblock && self.hagar_loadstep < time)
271                                 {
272                                         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
273                                         self.weaponentity.state = WS_INUSE;
274                                         self.hagar_load += 1;
275                                         sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
276
277                                         if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
278                                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
279                                         else
280                                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
281                                 }
282                         }
283                         else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
284                         {
285                                 // if this is the last rocket we can load, play a beep sound to notify the player
286                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
287                                 self.hagar_loadbeep = TRUE;
288                         }
289                 }
290         }
291         else if(self.hagar_loadblock)
292         {
293                 // the alt fire button has been released, so re-enable loading if blocked
294                 self.hagar_loadblock = FALSE;
295         }
296
297         if(self.hagar_load)
298         {
299                 // play warning sound if we're about to release
300                 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
301                 {
302                         if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
303                         {
304                                 // we're about to automatically release after holding time, play a beep sound to notify the player
305                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
306                                 self.hagar_warning = TRUE;
307                         }
308                 }
309                 
310                 // release if player let go of button or if they've held it in too long
311                 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
312                 {
313                         self.weaponentity.state = WS_READY;
314                         W_Hagar_Attack2_Load_Release();
315                 }
316         }
317         else
318         {
319                 self.hagar_loadbeep = FALSE;
320                 self.hagar_warning = FALSE;
321         }
322
323         // we aren't checking ammo during an attack, so we must do it here
324         if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
325         {
326                 // note: this doesn't force the switch
327                 W_SwitchToOtherWeapon(self);
328                 return;
329         }
330 }
331
332 void spawnfunc_weapon_hagar (void)
333 {
334         weapon_defaultspawnfunc(WEP_HAGAR);
335 }
336
337 float w_hagar(float req)
338 {
339         float ammo_amount;
340         if (req == WR_AIM)
341                 if (random()>0.15)
342                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
343                 else
344                 {
345                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
346                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
347                 }
348         else if (req == WR_THINK)
349         {
350                 float loadable_secondary;
351                 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
352
353                 if (loadable_secondary)
354                         W_Hagar_Attack2_Load(); // must always run each frame
355                 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
356                         weapon_action(self.weapon, WR_RELOAD);
357                 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
358                 {
359                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
360                         {
361                                 W_Hagar_Attack();
362                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
363                         }
364                 }
365                 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
366                 {
367                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
368                         {
369                                 W_Hagar_Attack2();
370                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
371                         }
372                 }
373         }
374         else if (req == WR_GONETHINK)
375         {
376                 // we lost the weapon and want to prepare switching away
377                 if(self.hagar_load)
378                 {
379                         self.weaponentity.state = WS_READY;
380                         W_Hagar_Attack2_Load_Release();
381                 }
382         }
383         else if (req == WR_PRECACHE)
384         {
385                 precache_model ("models/weapons/g_hagar.md3");
386                 precache_model ("models/weapons/v_hagar.md3");
387                 precache_model ("models/weapons/h_hagar.iqm");
388                 precache_sound ("weapons/hagar_fire.wav");
389                 precache_sound ("weapons/hagar_load.wav");
390                 precache_sound ("weapons/hagar_beep.wav");
391                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
392         }
393         else if (req == WR_SETUP)
394         {
395                 weapon_setup(WEP_HAGAR);
396                 self.current_ammo = ammo_rockets;
397                 self.hagar_loadblock = FALSE;
398
399                 if(self.hagar_load)
400                 {
401                         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
402                         self.hagar_load = 0;
403                 }
404         }
405         else if (req == WR_CHECKAMMO1)
406         {
407                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
408                 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
409                 return ammo_amount;
410         }
411         else if (req == WR_CHECKAMMO2)
412         {
413                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
414                 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
415                 return ammo_amount;
416         }
417         else if (req == WR_RESETPLAYER)
418         {
419                 self.hagar_load = 0;
420         }
421         else if (req == WR_PLAYERDEATH)
422         {
423                 // if we have any rockets loaded when we die, release them
424                 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
425                         W_Hagar_Attack2_Load_Release();
426         }
427         else if (req == WR_RELOAD)
428         {
429                 if not(self.hagar_load) // require releasing loaded rockets first
430                         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");
431         }
432         return TRUE;
433 }
434 #endif
435 #ifdef CSQC
436 float w_hagar(float req)
437 {
438         if(req == WR_IMPACTEFFECT)
439         {
440                 vector org2;
441                 org2 = w_org + w_backoff * 6;
442                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
443                 if(!w_issilent)
444                 {
445                         if (w_random<0.15)
446                                 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
447                         else if (w_random<0.7)
448                                 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
449                         else
450                                 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
451                 }
452         }
453         else if(req == WR_PRECACHE)
454         {
455                 precache_sound("weapons/hagexp1.wav");
456                 precache_sound("weapons/hagexp2.wav");
457                 precache_sound("weapons/hagexp3.wav");
458         }
459         else if (req == WR_SUICIDEMESSAGE)
460                 w_deathtypestring = _("%s played with tiny hagar rockets");
461         else if (req == WR_KILLMESSAGE)
462         {
463                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
464                         w_deathtypestring = _("%s was pummeled with a burst of hagar rockets by %s");
465                 else // unchecked: SPLASH, SECONDARY
466                         w_deathtypestring = _("%s was pummeled with hagar rockets by %s");
467         }
468         return TRUE;
469 }
470 #endif
471 #endif