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Play the beep sound when the last rocket is loaded, to notify the player of that...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
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 (void)
117 {
118         // loadable hagar secondary attack, must always run each frame
119
120         if not(weapon_action(self.weapon, WR_CHECKAMMO2))
121         {
122                 W_SwitchToOtherWeapon(self);
123                 return;
124         }
125
126         local entity missile;
127         local float counter, shots, loaded;
128         local float used_ammo, enough_ammo;
129         local vector s;
130         vector forward, right, up;
131
132         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
133
134         // check if we have enough ammo for another rocket
135         used_ammo = autocvar_g_balance_hagar_secondary_ammo;
136         if(autocvar_g_balance_hagar_reload_ammo)
137                 enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
138         else
139                 enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
140
141         if(self.BUTTON_ATCK2)
142         {
143                 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
144                 {
145                         if(self.hagar_load)
146                         {
147                                 // if we pressed primary fire while loading, unload all rockets and abort
148                                 self.hagar_load = 0;
149                                 sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
150
151                                 // pause until we can load rockets again, once we re-press the alt fire button
152                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
153
154                                 // require letting go of the alt fire button before we can load again
155                                 self.hagar_loadblock = TRUE;
156                         }
157                 }
158                 else
159                 {
160                         // check if we can attempt to load another rocket
161                         if(!self.hagar_loadblock && !loaded && enough_ammo)
162                         if(self.hagar_loadstep < time)
163                         {
164                                 self.hagar_load += 1;
165                                 sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
166
167                                 // if this is the last rocket we can load, play a beep sound to notify the player of that
168                                 if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
169                                         sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
170
171                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
172                         }
173                 }
174         }
175         else if(self.hagar_loadblock)
176         {
177                 // the alt fire button was released, so re-enable loading if blocked
178                 self.hagar_loadblock = FALSE;
179         }
180
181         if(self.hagar_load)
182         if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
183         if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
184         {
185                 // time to release the rockets we've loaded
186
187                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
188
189                 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
190                 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
191
192                 forward = v_forward;
193                 right = v_right;
194                 up = v_up;
195
196                 shots = self.hagar_load;
197                 missile = world;
198                 while (counter < shots)
199                 {
200                         missile = spawn ();
201                         missile.owner = missile.realowner = self;
202                         missile.classname = "missile";
203                         missile.bot_dodge = TRUE;
204                         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
205
206                         missile.touch = W_Hagar_Touch; // not bouncy
207                         missile.use = W_Hagar_Explode2;
208                         missile.think = adaptor_think2use_hittype_splash;
209                         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
210                         PROJECTILE_MAKETRIGGER(missile);
211                         missile.projectiledeathtype = WEP_HAGAR;
212                         setorigin (missile, w_shotorg);
213                         setsize(missile, '0 0 0', '0 0 0');
214                         missile.movetype = MOVETYPE_FLY;
215
216                         s = '0 0 0';
217                         if (counter == 0)
218                                 s = '0 0 0';
219                         else
220                         {
221                                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
222                                 s_y = v_forward_x;
223                                 s_z = v_forward_y;
224                         }
225                         s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
226                         W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
227
228                         missile.angles = vectoangles (missile.velocity);
229                         missile.flags = FL_PROJECTILE;
230
231                         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
232
233                         other = missile; MUTATOR_CALLHOOK(EditProjectile);
234
235                         counter = counter + 1;
236                 }
237
238                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
239                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
240                 self.hagar_load = 0;
241         }
242 }
243
244 void spawnfunc_weapon_hagar (void)
245 {
246         weapon_defaultspawnfunc(WEP_HAGAR);
247 }
248
249 float w_hagar(float req)
250 {
251         float ammo_amount;
252         if (req == WR_AIM)
253                 if (random()>0.15)
254                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
255                 else
256                 {
257                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
258                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
259                 }
260         else if (req == WR_THINK)
261         {
262                 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
263                         weapon_action(self.weapon, WR_RELOAD);
264                 else
265                 {
266                         local float loadable_secondary;
267                         loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
268
269                         if (loadable_secondary)
270                                 W_Hagar_Attack2_Load(); // must run each frame, even when no firing buttons are pressed
271                         if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
272                         {
273                                 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
274                                 {
275                                         W_Hagar_Attack();
276                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
277                                 }
278                         }
279                         else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
280                         {
281                                 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
282                                 {
283                                         W_Hagar_Attack2();
284                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
285                                 }
286                         }
287                 }
288         }
289         else if (req == WR_PRECACHE)
290         {
291                 precache_model ("models/weapons/g_hagar.md3");
292                 precache_model ("models/weapons/v_hagar.md3");
293                 precache_model ("models/weapons/h_hagar.iqm");
294                 precache_sound ("weapons/hagar_fire.wav");
295                 precache_sound ("weapons/hagar_load.wav");
296                 precache_sound ("weapons/hagar_beep.wav");
297                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
298         }
299         else if (req == WR_SETUP)
300         {
301                 weapon_setup(WEP_HAGAR);
302                 self.current_ammo = ammo_rockets;
303                 self.hagar_load = 0;
304         }
305         else if (req == WR_CHECKAMMO1)
306         {
307                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
308                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
309                 return ammo_amount;
310         }
311         else if (req == WR_CHECKAMMO2)
312         {
313                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
314                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
315                 return ammo_amount;
316         }
317         else if (req == WR_RELOAD)
318         {
319                 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");
320         }
321         return TRUE;
322 };
323 #endif
324 #ifdef CSQC
325 float w_hagar(float req)
326 {
327         if(req == WR_IMPACTEFFECT)
328         {
329                 vector org2;
330                 org2 = w_org + w_backoff * 6;
331                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
332                 if(!w_issilent)
333                 {
334                         if (w_random<0.15)
335                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
336                         else if (w_random<0.7)
337                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
338                         else
339                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
340                 }
341         }
342         else if(req == WR_PRECACHE)
343         {
344                 precache_sound("weapons/hagexp1.wav");
345                 precache_sound("weapons/hagexp2.wav");
346                 precache_sound("weapons/hagexp3.wav");
347         }
348         else if (req == WR_SUICIDEMESSAGE)
349                 w_deathtypestring = _("%s played with tiny rockets");
350         else if (req == WR_KILLMESSAGE)
351         {
352                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
353                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
354                 else // unchecked: SPLASH, SECONDARY
355                         w_deathtypestring = _("%s was pummeled by %s");
356         }
357         return TRUE;
358 }
359 #endif
360 #endif