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Release the rockets we loaded so far if canhold is disabled and we ran out of ammo...
[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 .entity queuenext;
8 .entity queueprev;
9
10 void W_Hagar_Explode (void)
11 {
12         self.event_damage = SUB_Null;
13         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);
14
15         remove (self);
16 }
17
18 void W_Hagar_Explode2 (void)
19 {
20         self.event_damage = SUB_Null;
21         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);
22
23         remove (self);
24 }
25
26 void W_Hagar_Touch (void)
27 {
28         PROJECTILE_TOUCH;
29         self.use ();
30 }
31
32 void W_Hagar_Touch2 (void)
33 {
34         PROJECTILE_TOUCH;
35
36         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
37                 self.use();
38         } else {
39                 self.cnt++;
40                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
41                 self.angles = vectoangles (self.velocity);
42                 self.owner = world;
43                 self.projectiledeathtype |= HITTYPE_BOUNCE;
44         }
45 }
46
47 void W_Hagar_Attack (void)
48 {
49         local entity missile;
50
51         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
52
53         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
54
55         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
56
57         missile = spawn ();
58         missile.owner = missile.realowner = self;
59         missile.classname = "missile";
60         missile.bot_dodge = TRUE;
61         missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
62         missile.touch = W_Hagar_Touch;
63         missile.use = W_Hagar_Explode;
64         missile.think = adaptor_think2use_hittype_splash;
65         missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
66         PROJECTILE_MAKETRIGGER(missile);
67         missile.projectiledeathtype = WEP_HAGAR;
68         setorigin (missile, w_shotorg);
69         setsize(missile, '0 0 0', '0 0 0');
70
71         missile.movetype = MOVETYPE_FLY;
72         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
73
74         missile.angles = vectoangles (missile.velocity);
75         missile.flags = FL_PROJECTILE;
76
77         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
78
79         other = missile; MUTATOR_CALLHOOK(EditProjectile);
80 }
81
82 void W_Hagar_Attack2 (void)
83 {
84         local entity missile;
85
86         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
87
88         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
89
90         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
91
92         missile = spawn ();
93         missile.owner = missile.realowner = self;
94         missile.classname = "missile";
95         missile.bot_dodge = TRUE;
96         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
97         missile.touch = W_Hagar_Touch2;
98         missile.cnt = 0;
99         missile.use = W_Hagar_Explode2;
100         missile.think = adaptor_think2use_hittype_splash;
101         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
102         PROJECTILE_MAKETRIGGER(missile);
103         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
104         setorigin (missile, w_shotorg);
105         setsize(missile, '0 0 0', '0 0 0');
106
107         missile.movetype = MOVETYPE_BOUNCEMISSILE;
108         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
109
110         missile.angles = vectoangles (missile.velocity);
111         missile.flags = FL_PROJECTILE;
112
113         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
114
115         other = missile; MUTATOR_CALLHOOK(EditProjectile);
116 }
117
118 .float hagarload_refire;
119
120 void W_Hagar_Attack2_Load (void)
121 {
122         if not(autocvar_g_balance_hagar_secondary)
123                 return;
124
125         local entity missile, prevmissile, firstmissile;
126         local float counter, shots, loaded;
127         local float used_ammo, enough_ammo;
128         local vector s;
129         vector forward, right, up;
130
131         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload;
132
133         used_ammo = autocvar_g_balance_hagar_secondary_ammo;
134         if(autocvar_g_balance_hagar_reload_ammo)
135                 enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
136         else
137                 enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
138
139         if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
140         {
141                 if(self.hagarload_refire < time)
142                 {
143                         self.hagar_load += 1;
144                         sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
145
146                         self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
147                 }
148         }
149         else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_canhold)))
150         {
151                 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
152                 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
153
154                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
155
156                 forward = v_forward;
157                 right = v_right;
158                 up = v_up;
159
160                 shots = self.hagar_load;
161                 missile = world;
162                 while (counter < shots)
163                 {
164
165                         missile = spawn ();
166                         missile.owner = missile.realowner = self;
167                         missile.classname = "missile";
168                         missile.bot_dodge = TRUE;
169                         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
170                         if(shots == 1) {
171                                 missile.queuenext = missile;
172                                 missile.queueprev = missile;
173                         }
174                         else if(counter == 0) { // first projectile, store in firstmissile for now
175                                 firstmissile = missile;
176                         }
177                         else if(counter == shots - 1) { // last projectile, link up with first projectile
178                                 prevmissile.queuenext = missile;
179                                 firstmissile.queueprev = missile;
180                                 missile.queuenext = firstmissile;
181                                 missile.queueprev = prevmissile;
182                         }
183                         else { // else link up with previous projectile
184                                 prevmissile.queuenext = missile;
185                                 missile.queueprev = prevmissile;
186                         }
187
188                         prevmissile = missile;
189
190                         missile.touch = W_Hagar_Touch;
191                         missile.use = W_Hagar_Explode;
192                         missile.think = adaptor_think2use_hittype_splash;
193                         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
194                         PROJECTILE_MAKETRIGGER(missile);
195                         missile.projectiledeathtype = WEP_HAGAR;
196                         setorigin (missile, w_shotorg);
197                         setsize(missile, '0 0 0', '0 0 0');
198
199                         missile.movetype = MOVETYPE_FLY;
200
201                         s = '0 0 0';
202                         if (counter == 0)
203                                 s = '0 0 0';
204                         else
205                         {
206                                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
207                                 s_y = v_forward_x;
208                                 s_z = v_forward_y;
209                         }
210                         s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
211                         W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, 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                 self.hagar_load = 0;
224         }
225 }
226
227 void spawnfunc_weapon_hagar (void)
228 {
229         weapon_defaultspawnfunc(WEP_HAGAR);
230 }
231
232 float w_hagar(float req)
233 {
234         float ammo_amount;
235         if (req == WR_AIM)
236                 if (random()>0.15)
237                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
238                 else
239                 {
240                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
241                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
242                 }
243         else if (req == WR_THINK)
244         {
245                 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
246                         weapon_action(self.weapon, WR_RELOAD);
247                 else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading secondary fire
248                 {
249                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
250                         {
251                                 W_Hagar_Attack();
252                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
253                         }
254                 }
255                 else if(autocvar_g_balance_hagar_secondary_load)
256                         W_Hagar_Attack2_Load(); // must run each frame
257                 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
258                 {
259                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
260                         {
261                                 W_Hagar_Attack2();
262                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
263                         }
264                 }
265         }
266         else if (req == WR_PRECACHE)
267         {
268                 precache_model ("models/weapons/g_hagar.md3");
269                 precache_model ("models/weapons/v_hagar.md3");
270                 precache_model ("models/weapons/h_hagar.iqm");
271                 precache_sound ("weapons/hagar_fire.wav");
272                 precache_sound ("weapons/hagar_load.wav");
273                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
274         }
275         else if (req == WR_SETUP)
276         {
277                 weapon_setup(WEP_HAGAR);
278                 self.current_ammo = ammo_rockets;
279
280                 self.hagar_load = 0;
281         }
282         else if (req == WR_CHECKAMMO1)
283         {
284                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
285                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
286                 return ammo_amount;
287         }
288         else if (req == WR_CHECKAMMO2)
289         {
290                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
291                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
292                 return ammo_amount;
293         }
294         else if (req == WR_RELOAD)
295         {
296                 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");
297         }
298         return TRUE;
299 };
300 #endif
301 #ifdef CSQC
302 float w_hagar(float req)
303 {
304         if(req == WR_IMPACTEFFECT)
305         {
306                 vector org2;
307                 org2 = w_org + w_backoff * 6;
308                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
309                 if(!w_issilent)
310                 {
311                         if (w_random<0.15)
312                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
313                         else if (w_random<0.7)
314                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
315                         else
316                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
317                 }
318         }
319         else if(req == WR_PRECACHE)
320         {
321                 precache_sound("weapons/hagexp1.wav");
322                 precache_sound("weapons/hagexp2.wav");
323                 precache_sound("weapons/hagexp3.wav");
324         }
325         else if (req == WR_SUICIDEMESSAGE)
326                 w_deathtypestring = _("%s played with tiny rockets");
327         else if (req == WR_KILLMESSAGE)
328         {
329                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
330                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
331                 else // unchecked: SPLASH, SECONDARY
332                         w_deathtypestring = _("%s was pummeled by %s");
333         }
334         return TRUE;
335 }
336 #endif
337 #endif