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