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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", CH_WEAPON_A, 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", CH_WEAPON_A, 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, hagar_loadbeep;
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, spread_pershot;
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", CH_WEAPON_A, 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                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
158                 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); 
159                 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
160                 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
161                 
162                 // pattern spread calculation
163                 s = '0 0 0';
164                 if (counter == 0)
165                         s = '0 0 0';
166                 else
167                 {
168                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
169                         s_y = v_forward_x;
170                         s_z = v_forward_y;
171                 }
172                 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
173                 
174                 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
175
176                 missile.angles = vectoangles (missile.velocity);
177                 missile.flags = FL_PROJECTILE;
178
179                 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
180
181                 other = missile; MUTATOR_CALLHOOK(EditProjectile);
182
183                 counter = counter + 1;
184         }
185
186         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
187         self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
188         self.hagar_load = 0;
189 }
190
191 void W_Hagar_Attack2_Load (void)
192 {
193         // loadable hagar secondary attack, must always run each frame
194
195         local float loaded, enough_ammo;
196         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
197
198         // this is different than WR_CHECKAMMO when it comes to reloading
199         if(autocvar_g_balance_hagar_reload_ammo)
200                 enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
201         else
202                 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
203
204         if(self.BUTTON_ATCK2)
205         {
206                 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
207                 {
208                         if(self.hagar_load)
209                         {
210                                 // if we pressed primary fire while loading, unload all rockets and abort
211                                 self.weaponentity.state = WS_READY;
212                                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
213                                 self.hagar_load = 0;
214                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
215
216                                 // pause until we can load rockets again, once we re-press the alt fire button
217                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
218
219                                 // require letting go of the alt fire button before we can load again
220                                 self.hagar_loadblock = TRUE;
221                         }
222                 }
223                 else
224                 {
225                         // check if we can attempt to load another rocket
226                         if(!loaded && enough_ammo)
227                         {
228                                 if(!self.hagar_loadblock && self.hagar_loadstep < time)
229                                 {
230                                         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
231                                         self.weaponentity.state = WS_INUSE;
232                                         self.hagar_load += 1;
233                                         sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
234
235                                         self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
236                                 }
237                         }
238                         else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
239                         {
240                                 // if this is the last rocket we can load, play a beep sound to notify the player
241                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
242                                 self.hagar_loadbeep = TRUE;
243                         }
244                 }
245         }
246         else if(self.hagar_loadblock)
247         {
248                 // the alt fire button has been released, so re-enable loading if blocked
249                 self.hagar_loadblock = FALSE;
250         }
251
252         if(self.hagar_load)
253         {
254                 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
255                 {
256                         self.weaponentity.state = WS_READY;
257                         W_Hagar_Attack2_Load_Release();
258                 }
259         }
260         else
261         {
262                 self.hagar_loadbeep = FALSE;
263         }
264
265         // we aren't checking ammo during an attack, so we must do it here
266         if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
267         {
268                 // note: this doesn't force the switch
269                 W_SwitchToOtherWeapon(self);
270                 return;
271         }
272 }
273
274 void spawnfunc_weapon_hagar (void)
275 {
276         weapon_defaultspawnfunc(WEP_HAGAR);
277 }
278
279 float w_hagar(float req)
280 {
281         float ammo_amount;
282         if (req == WR_AIM)
283                 if (random()>0.15)
284                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
285                 else
286                 {
287                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
288                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
289                 }
290         else if (req == WR_THINK)
291         {
292                 local float loadable_secondary;
293                 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
294
295                 if (loadable_secondary)
296                         W_Hagar_Attack2_Load(); // must always run each frame
297                 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
298                         weapon_action(self.weapon, WR_RELOAD);
299                 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
300                 {
301                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
302                         {
303                                 W_Hagar_Attack();
304                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
305                         }
306                 }
307                 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
308                 {
309                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
310                         {
311                                 W_Hagar_Attack2();
312                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
313                         }
314                 }
315         }
316         else if (req == WR_GONETHINK)
317         {
318                 // we lost the weapon and want to prepare switching away
319                 if(self.hagar_load)
320                 {
321                         self.weaponentity.state = WS_READY;
322                         W_Hagar_Attack2_Load_Release();
323                 }
324         }
325         else if (req == WR_PRECACHE)
326         {
327                 precache_model ("models/weapons/g_hagar.md3");
328                 precache_model ("models/weapons/v_hagar.md3");
329                 precache_model ("models/weapons/h_hagar.iqm");
330                 precache_sound ("weapons/hagar_fire.wav");
331                 precache_sound ("weapons/hagar_load.wav");
332                 precache_sound ("weapons/hagar_beep.wav");
333                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
334         }
335         else if (req == WR_SETUP)
336         {
337                 weapon_setup(WEP_HAGAR);
338                 self.current_ammo = ammo_rockets;
339                 self.hagar_loadblock = FALSE;
340
341                 if(self.hagar_load)
342                 {
343                         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
344                         self.hagar_load = 0;
345                 }
346         }
347         else if (req == WR_CHECKAMMO1)
348         {
349                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
350                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
351                 return ammo_amount;
352         }
353         else if (req == WR_CHECKAMMO2)
354         {
355                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
356                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
357                 return ammo_amount;
358         }
359         else if (req == WR_RESETPLAYER)
360         {
361                 self.hagar_load = 0;
362         }
363         else if (req == WR_PLAYERDEATH)
364         {
365                 // if we have any rockets loaded when we die, release them
366                 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
367                         W_Hagar_Attack2_Load_Release();
368         }
369         else if (req == WR_RELOAD)
370         {
371                 if not(self.hagar_load) // require releasing loaded rockets first
372                         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");
373         }
374         return TRUE;
375 };
376 #endif
377 #ifdef CSQC
378 float w_hagar(float req)
379 {
380         if(req == WR_IMPACTEFFECT)
381         {
382                 vector org2;
383                 org2 = w_org + w_backoff * 6;
384                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
385                 if(!w_issilent)
386                 {
387                         if (w_random<0.15)
388                                 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
389                         else if (w_random<0.7)
390                                 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
391                         else
392                                 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
393                 }
394         }
395         else if(req == WR_PRECACHE)
396         {
397                 precache_sound("weapons/hagexp1.wav");
398                 precache_sound("weapons/hagexp2.wav");
399                 precache_sound("weapons/hagexp3.wav");
400         }
401         else if (req == WR_SUICIDEMESSAGE)
402                 w_deathtypestring = _("%s played with tiny rockets");
403         else if (req == WR_KILLMESSAGE)
404         {
405                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
406                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
407                 else // unchecked: SPLASH, SECONDARY
408                         w_deathtypestring = _("%s was pummeled by %s");
409         }
410         return TRUE;
411 }
412 #endif
413 #endif