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