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Fix issues when hagar is reloadable (now respects weapon load properly)
[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_Release (void)
117 {
118         // time to release the rockets we've loaded
119
120         local entity missile;
121         local float counter, shots;
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", CHAN_WEAPON, 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                 s = '0 0 0';
158                 if (counter == 0)
159                         s = '0 0 0';
160                 else
161                 {
162                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
163                         s_y = v_forward_x;
164                         s_z = v_forward_y;
165                 }
166                 s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
167                 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
168
169                 missile.angles = vectoangles (missile.velocity);
170                 missile.flags = FL_PROJECTILE;
171
172                 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
173
174                 other = missile; MUTATOR_CALLHOOK(EditProjectile);
175
176                 counter = counter + 1;
177         }
178
179         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
180         self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
181         self.hagar_load = 0;
182 }
183
184 void W_Hagar_Attack2_Load (void)
185 {
186         // loadable hagar secondary attack, must always run each frame
187
188         local float loaded, enough_ammo;
189         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
190
191         // this is different than WR_CHECKAMMO when it comes to reloading
192         if(autocvar_g_balance_hagar_reload_ammo)
193                 enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
194         else
195                 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
196
197         if(self.BUTTON_ATCK2)
198         {
199                 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
200                 {
201                         if(self.hagar_load)
202                         {
203                                 // if we pressed primary fire while loading, unload all rockets and abort
204                                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
205                                 self.hagar_load = 0;
206                                 sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
207
208                                 // pause until we can load rockets again, once we re-press the alt fire button
209                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
210
211                                 // require letting go of the alt fire button before we can load again
212                                 self.hagar_loadblock = TRUE;
213                         }
214                 }
215                 else
216                 {
217                         // check if we can attempt to load another rocket
218                         if(!self.hagar_loadblock && !loaded && enough_ammo)
219                         if(self.hagar_loadstep < time)
220                         {
221                                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
222                                 self.hagar_load += 1;
223                                 sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
224
225                                 // if this is the last rocket we can load, play the beep sound to notify the player of that
226                                 if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
227                                         sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
228
229                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
230                         }
231                 }
232         }
233         else if(self.hagar_loadblock)
234         {
235                 // the alt fire button was released, so re-enable loading if blocked
236                 self.hagar_loadblock = FALSE;
237         }
238
239         if(self.hagar_load)
240         {
241                 self.weapon_forbidchange = TRUE;
242
243                 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
244                         W_Hagar_Attack2_Load_Release();
245         }
246         else
247                 self.weapon_forbidchange = FALSE;
248
249         // we aren't checking ammo during an attack, so we must do it here
250         if not(weapon_action(self.weapon, WR_CHECKAMMO2))
251         {
252                 W_SwitchToOtherWeapon(self);
253                 return;
254         }
255 }
256
257 void spawnfunc_weapon_hagar (void)
258 {
259         weapon_defaultspawnfunc(WEP_HAGAR);
260 }
261
262 float w_hagar(float req)
263 {
264         float ammo_amount;
265         if (req == WR_AIM)
266                 if (random()>0.15)
267                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
268                 else
269                 {
270                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
271                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
272                 }
273         else if (req == WR_THINK)
274         {
275                 local float loadable_secondary;
276                 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
277
278                 if (loadable_secondary)
279                         W_Hagar_Attack2_Load(); // must always run each frame
280                 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
281                         weapon_action(self.weapon, WR_RELOAD);
282                 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
283                 {
284                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
285                         {
286                                 W_Hagar_Attack();
287                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
288                         }
289                 }
290                 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
291                 {
292                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
293                         {
294                                 W_Hagar_Attack2();
295                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
296                         }
297                 }
298         }
299         else if (req == WR_PRECACHE)
300         {
301                 precache_model ("models/weapons/g_hagar.md3");
302                 precache_model ("models/weapons/v_hagar.md3");
303                 precache_model ("models/weapons/h_hagar.iqm");
304                 precache_sound ("weapons/hagar_fire.wav");
305                 precache_sound ("weapons/hagar_load.wav");
306                 precache_sound ("weapons/hagar_beep.wav");
307                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
308         }
309         else if (req == WR_SETUP)
310         {
311                 weapon_setup(WEP_HAGAR);
312                 self.current_ammo = ammo_rockets;
313                 self.hagar_loadblock = FALSE;
314
315                 if(self.hagar_load)
316                 {
317                         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
318                         self.hagar_load = 0;
319                 }
320         }
321         else if (req == WR_CHECKAMMO1)
322         {
323                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
324                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
325                 return ammo_amount;
326         }
327         else if (req == WR_CHECKAMMO2)
328         {
329                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
330                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
331                 return ammo_amount;
332         }
333         else if (req == WR_RESETPLAYER)
334         {
335                 self.hagar_load = 0;
336         }
337         else if (req == WR_PLAYERDEATH)
338         {
339                 // if we have any rockets loaded when we die, release them
340                 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
341                         W_Hagar_Attack2_Load_Release();
342         }
343         else if (req == WR_RELOAD)
344         {
345                 if not(self.hagar_load) // require releasing loaded rockets first
346                         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");
347         }
348         return TRUE;
349 };
350 #endif
351 #ifdef CSQC
352 float w_hagar(float req)
353 {
354         if(req == WR_IMPACTEFFECT)
355         {
356                 vector org2;
357                 org2 = w_org + w_backoff * 6;
358                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
359                 if(!w_issilent)
360                 {
361                         if (w_random<0.15)
362                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
363                         else if (w_random<0.7)
364                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
365                         else
366                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
367                 }
368         }
369         else if(req == WR_PRECACHE)
370         {
371                 precache_sound("weapons/hagexp1.wav");
372                 precache_sound("weapons/hagexp2.wav");
373                 precache_sound("weapons/hagexp3.wav");
374         }
375         else if (req == WR_SUICIDEMESSAGE)
376                 w_deathtypestring = _("%s played with tiny rockets");
377         else if (req == WR_KILLMESSAGE)
378         {
379                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
380                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
381                 else // unchecked: SPLASH, SECONDARY
382                         w_deathtypestring = _("%s was pummeled by %s");
383         }
384         return TRUE;
385 }
386 #endif
387 #endif