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First step in making the hagar slowly loadable. Does not work as intended yet, but...
[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, hagarload_loaded;
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;
127         local vector s;
128         vector forward, right, up;
129
130         if(self.BUTTON_ATCK2 && !self.hagarload_loaded)
131         {
132                 if(self.hagarload_refire < time)
133                 {
134                         self.hagar_load += 1;
135                         if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload)
136                                 self.hagarload_loaded = TRUE;
137
138                         self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
139                 }
140         }
141         else if(self.hagar_load)
142         {
143                 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
144                 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
145
146                 forward = v_forward;
147                 right = v_right;
148                 up = v_up;
149
150                 shots = self.hagar_load;
151                 missile = world;
152                 while (counter < shots)
153                 {
154
155                         missile = spawn ();
156                         missile.owner = missile.realowner = self;
157                         missile.classname = "missile";
158                         missile.bot_dodge = TRUE;
159                         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
160                         if(shots == 1) {
161                                 missile.queuenext = missile;
162                                 missile.queueprev = missile;
163                         }
164                         else if(counter == 0) { // first projectile, store in firstmissile for now
165                                 firstmissile = missile;
166                         }
167                         else if(counter == shots - 1) { // last projectile, link up with first projectile
168                                 prevmissile.queuenext = missile;
169                                 firstmissile.queueprev = missile;
170                                 missile.queuenext = firstmissile;
171                                 missile.queueprev = prevmissile;
172                         }
173                         else { // else link up with previous projectile
174                                 prevmissile.queuenext = missile;
175                                 missile.queueprev = prevmissile;
176                         }
177
178                         prevmissile = missile;
179
180                         missile.touch = W_Hagar_Touch;
181                         missile.use = W_Hagar_Explode;
182                         missile.think = adaptor_think2use_hittype_splash;
183                         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
184                         PROJECTILE_MAKETRIGGER(missile);
185                         missile.projectiledeathtype = WEP_HAGAR;
186                         setorigin (missile, w_shotorg);
187                         setsize(missile, '0 0 0', '0 0 0');
188
189                         missile.movetype = MOVETYPE_FLY;
190
191                         s = '0 0 0';
192                         if (counter == 0)
193                                 s = '0 0 0';
194                         else
195                         {
196                                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
197                                 s_y = v_forward_x;
198                                 s_z = v_forward_y;
199                         }
200                         s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
201                         W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
202
203                         missile.angles = vectoangles (missile.velocity);
204                         missile.flags = FL_PROJECTILE;
205
206                         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
207
208                         other = missile; MUTATOR_CALLHOOK(EditProjectile);
209
210                         counter = counter + 1;
211                 }
212
213                 self.hagar_load = 0;
214                 self.hagarload_loaded = FALSE;
215         }
216 }
217
218 void spawnfunc_weapon_hagar (void)
219 {
220         weapon_defaultspawnfunc(WEP_HAGAR);
221 }
222
223 float w_hagar(float req)
224 {
225         float ammo_amount;
226         if (req == WR_AIM)
227                 if (random()>0.15)
228                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
229                 else
230                 {
231                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
232                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
233                 }
234         else if (req == WR_THINK)
235         {
236                 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
237                         weapon_action(self.weapon, WR_RELOAD);
238                 else if (self.BUTTON_ATCK)
239                 {
240                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
241                         {
242                                 W_Hagar_Attack();
243                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
244                         }
245                 }
246                 else if(autocvar_g_balance_hagar_secondary_load)
247                         W_Hagar_Attack2_Load();
248                 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
249                 {
250                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
251                         {
252                                 W_Hagar_Attack2();
253                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
254                         }
255                 }
256         }
257         else if (req == WR_PRECACHE)
258         {
259                 precache_model ("models/weapons/g_hagar.md3");
260                 precache_model ("models/weapons/v_hagar.md3");
261                 precache_model ("models/weapons/h_hagar.iqm");
262                 precache_sound ("weapons/hagar_fire.wav");
263                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
264         }
265         else if (req == WR_SETUP)
266         {
267                 weapon_setup(WEP_HAGAR);
268                 self.current_ammo = ammo_rockets;
269         }
270         else if (req == WR_CHECKAMMO1)
271         {
272                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
273                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
274                 return ammo_amount;
275         }
276         else if (req == WR_CHECKAMMO2)
277         {
278                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
279                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
280                 return ammo_amount;
281         }
282         else if (req == WR_RELOAD)
283         {
284                 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");
285         }
286         return TRUE;
287 };
288 #endif
289 #ifdef CSQC
290 float w_hagar(float req)
291 {
292         if(req == WR_IMPACTEFFECT)
293         {
294                 vector org2;
295                 org2 = w_org + w_backoff * 6;
296                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
297                 if(!w_issilent)
298                 {
299                         if (w_random<0.15)
300                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
301                         else if (w_random<0.7)
302                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
303                         else
304                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
305                 }
306         }
307         else if(req == WR_PRECACHE)
308         {
309                 precache_sound("weapons/hagexp1.wav");
310                 precache_sound("weapons/hagexp2.wav");
311                 precache_sound("weapons/hagexp3.wav");
312         }
313         else if (req == WR_SUICIDEMESSAGE)
314                 w_deathtypestring = _("%s played with tiny rockets");
315         else if (req == WR_KILLMESSAGE)
316         {
317                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
318                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
319                 else // unchecked: SPLASH, SECONDARY
320                         w_deathtypestring = _("%s was pummeled by %s");
321         }
322         return TRUE;
323 }
324 #endif
325 #endif