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1 #include "okvortex.qh"
2
3 #ifdef SVQC
4
5 .float okvortex_lasthit;
6 #endif
7
8 #if defined(GAMEQC)
9
10 METHOD(OverkillVortex, wr_glow, vector(OverkillVortex this, entity actor, entity wepent))
11 {
12         if (!WEP_CVAR(okvortex, charge)) return '0 0 0';
13         float charge = wepent.okvortex_charge;
14         float animlimit = WEP_CVAR(okvortex, charge_animlimit);
15         vector g;
16         g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
17         g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
18         g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
19         if (charge > animlimit)
20         {
21                 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
22                 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
23                 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
24         }
25         return g;
26 }
27 #endif
28
29 #ifdef SVQC
30 spawnfunc(weapon_okvortex) { weapon_defaultspawnfunc(this, WEP_OVERKILL_VORTEX); }
31
32 REGISTER_MUTATOR(okvortex_charge, true);
33
34 MUTATOR_HOOKFUNCTION(okvortex_charge, GetPressedKeys)
35 {
36         entity player = M_ARGV(0, entity);
37
38         // WEAPONTODO
39         if(!WEP_CVAR(okvortex, charge) || !WEP_CVAR(okvortex, charge_velocity_rate))
40                 return;
41
42         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
43         {
44                 .entity weaponentity = weaponentities[slot];
45
46                 if (player.(weaponentity).m_weapon == WEP_OVERKILL_VORTEX && WEP_CVAR(okvortex, charge) && WEP_CVAR(okvortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(okvortex, charge_minspeed)))
47                 {
48                         float xyspeed = vlen(vec2(player.velocity));
49                         // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
50                                 xyspeed = min(xyspeed, WEP_CVAR(okvortex, charge_maxspeed));
51                         float f = (xyspeed - WEP_CVAR(okvortex, charge_minspeed)) / (WEP_CVAR(okvortex, charge_maxspeed) - WEP_CVAR(okvortex, charge_minspeed));
52                         // add the extra charge
53                         player.(weaponentity).okvortex_charge = min(1, player.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
54                 }
55         }
56 }
57
58 void W_OverkillVortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
59 {
60         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
61
62         mydmg = WEP_CVAR_BOTH(okvortex, !issecondary, damage);
63         myforce = WEP_CVAR_BOTH(okvortex, !issecondary, force);
64         mymindist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_mindist);
65         mymaxdist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_maxdist);
66         myhalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_halflife);
67         myforcehalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_forcehalflife);
68         myammo = WEP_CVAR_BOTH(okvortex, !issecondary, ammo);
69
70         float flying;
71         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
72
73         if (WEP_CVAR(okvortex, charge))
74         {
75                 charge = WEP_CVAR(okvortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(okvortex, charge_mindmg) / mydmg) * actor.(weaponentity).okvortex_charge;
76                 actor.(weaponentity).okvortex_charge *= WEP_CVAR(okvortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
77                 // O RLY? -- divVerent
78                 // YA RLY -- FruitieX
79         }
80         else
81         {
82                 charge = 1;
83         }
84         mydmg *= charge;
85         myforce *= charge;
86
87         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
88         if(charge > WEP_CVAR(okvortex, charge_animlimit) && WEP_CVAR(okvortex, charge_animlimit)) // if the OverkillVortex is overcharged, we play an extra sound
89         {
90                 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(okvortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(okvortex, charge_animlimit)), ATTN_NORM);
91         }
92
93         yoda = 0;
94         damage_goodhits = 0;
95         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_VORTEX.m_id);
96
97         if(yoda && flying)
98                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
99         if(damage_goodhits && actor.okvortex_lasthit)
100         {
101                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
102                 damage_goodhits = 0; // only every second time
103         }
104
105         actor.okvortex_lasthit = damage_goodhits;
106
107         //beam and muzzle flash done on client
108         SendCSQCVortexBeamParticle(charge);
109
110         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
111 }
112
113 .float okvortex_chargepool_pauseregen_finished;
114
115 METHOD(OverkillVortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
116 {
117         if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
118                 PHYS_INPUT_BUTTON_ATCK(actor) = true;
119         else
120         {
121                 if(WEP_CVAR(okvortex, charge))
122                         PHYS_INPUT_BUTTON_ATCK2(actor) = true;
123         }
124 }
125
126 METHOD(OverkillVortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
127 {
128         if (WEP_CVAR(okvortex, charge) && actor.(weaponentity).okvortex_charge < WEP_CVAR(okvortex, charge_limit))
129         {
130                 actor.(weaponentity).okvortex_charge = min(1, actor.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_rate) * frametime / W_TICSPERFRAME);
131         }
132
133         if (weaponslot(weaponentity) == 0)
134         {
135                 actor.okvortex_charge = actor.(weaponentity).okvortex_charge;
136         }
137
138         if (WEP_CVAR_SEC(okvortex, chargepool))
139                 if (actor.(weaponentity).okvortex_chargepool_ammo < 1)
140                 {
141                         if (actor.okvortex_chargepool_pauseregen_finished < time)
142                                 actor.(weaponentity).okvortex_chargepool_ammo = min(1, actor.(weaponentity).okvortex_chargepool_ammo + WEP_CVAR_SEC(okvortex, chargepool_regen) * frametime / W_TICSPERFRAME);
143                         actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen));
144                 }
145
146         if(weaponslot(weaponentity) == 0)
147                 actor.okvortex_chargepool_ammo = actor.(weaponentity).okvortex_chargepool_ammo;
148
149         if (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okvortex, ammo))
150         {
151                 // forced reload
152                 thiswep.wr_reload(thiswep, actor, weaponentity);
153         }
154         else
155         {
156                 if (fire & 1)
157                 {
158                         if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okvortex, refire)))
159                         {
160                                 W_OverkillVortex_Attack(thiswep, actor, weaponentity, 0);
161                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okvortex, animtime), w_ready);
162                         }
163                 }
164                 else if ((fire & 2) && (WEP_CVAR(okvortex, secondary) == 2))
165                 {
166                         if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
167                         {
168                                 return;
169                         }
170                         // ugly instagib hack to reuse the fire mode of the laser
171                         makevectors(actor.v_angle);
172                         Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
173                         actor.(weaponentity).m_weapon = WEP_BLASTER;
174                         W_Blaster_Attack(
175                                 actor,
176                                 weaponentity,
177                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
178                                 WEP_CVAR_SEC(okshotgun, shotangle),
179                                 WEP_CVAR_SEC(okshotgun, damage),
180                                 WEP_CVAR_SEC(okshotgun, edgedamage),
181                                 WEP_CVAR_SEC(okshotgun, radius),
182                                 WEP_CVAR_SEC(okshotgun, force),
183                                 WEP_CVAR_SEC(okshotgun, speed),
184                                 WEP_CVAR_SEC(okshotgun, spread),
185                                 WEP_CVAR_SEC(okshotgun, delay),
186                                 WEP_CVAR_SEC(okshotgun, lifetime)
187                         );
188                         actor.(weaponentity).m_weapon = oldwep;
189                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
190                         return;
191                 }
192                 if((WEP_CVAR(okvortex, charge) && !WEP_CVAR(okvortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
193                 {
194                         if(WEP_CVAR(okvortex, charge))
195                         {
196                                 actor.(weaponentity).okvortex_charge_rottime = time + WEP_CVAR(okvortex, charge_rot_pause);
197                                 float dt = frametime / W_TICSPERFRAME;
198
199                                 if(actor.(weaponentity).okvortex_charge < 1)
200                                 {
201                                         if(WEP_CVAR_SEC(okvortex, chargepool))
202                                         {
203                                                 if(WEP_CVAR_SEC(okvortex, ammo))
204                                                 {
205                                                         // always deplete if secondary is held
206                                                         actor.okvortex_chargepool_ammo = max(0, actor.okvortex_chargepool_ammo - WEP_CVAR_SEC(okvortex, ammo) * dt);
207
208                                                         dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
209                                                         actor.okvortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen);
210                                                         dt = min(dt, actor.okvortex_chargepool_ammo);
211                                                         dt = max(0, dt);
212
213                                                         actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
214                                                 }
215                                         }
216
217                                         else if(WEP_CVAR_SEC(okvortex, ammo))
218                                         {
219                                                 if(fire & 2) // only eat ammo when the button is pressed
220                                                 {
221                                                         dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
222                                                         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
223                                                         {
224                                                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
225                                                                 if(autocvar_g_balance_vortex_reload_ammo)
226                                                                 {
227                                                                         dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
228                                                                         dt = max(0, dt);
229                                                                         if(dt > 0)
230                                                                         {
231                                                                                 actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(okvortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(okvortex, ammo) * dt);
232                                                                         }
233                                                                         actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) = actor.(weaponentity).clip_load;
234                                                                 }
235                                                                 else
236                                                                 {
237                                                                         dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
238                                                                         dt = max(0, dt);
239                                                                         if(dt > 0)
240                                                                         {
241                                                                                 actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(okvortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(okvortex, ammo) * dt);
242                                                                         }
243                                                                 }
244                                                         }
245                                                         actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
246                                                 }
247                                         }
248
249                                         else
250                                         {
251                                                 dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
252                                                 actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
253                                         }
254                                 }
255                         }
256                         else if(WEP_CVAR(okvortex, secondary))
257                         {
258                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okvortex, refire)))
259                                 {
260                                         W_OverkillVortex_Attack(thiswep, actor, weaponentity, 1);
261                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(okvortex, animtime), w_ready);
262                                 }
263                         }
264                 }
265         }
266 }
267
268 METHOD(OverkillVortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
269 {
270         actor.okvortex_lasthit = 0;
271 }
272
273 METHOD(OverkillVortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
274 {
275         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okvortex, ammo);
276         ammo_amount += (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_PRI(okvortex, ammo));
277         return ammo_amount;
278 }
279
280 METHOD(OverkillVortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
281 {
282         if(WEP_CVAR(okvortex, secondary))
283         {
284                 // don't allow charging if we don't have enough ammo
285                 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okvortex, ammo);
286                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_SEC(okvortex, ammo);
287                 return ammo_amount;
288         }
289         else
290         {
291                 return false; // zoom is not a fire mode
292         }
293 }
294
295 METHOD(OverkillVortex, wr_resetplayer, void(entity thiswep, entity actor))
296 {
297         if (WEP_CVAR(okvortex, charge)) {
298                 if (WEP_CVAR_SEC(okvortex, chargepool)) {
299                         actor.okvortex_chargepool_ammo = 1;
300                 }
301                 actor.okvortex_charge = WEP_CVAR(okvortex, charge_start);
302                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
303                 {
304                         .entity weaponentity = weaponentities[slot];
305                         actor.(weaponentity).okvortex_charge = WEP_CVAR(okvortex, charge_start);
306
307                         if (WEP_CVAR_SEC(okvortex, chargepool))
308                                 actor.(weaponentity).okvortex_chargepool_ammo = 1;
309                 }
310         }
311         actor.okvortex_lasthit = 0;
312 }
313
314 METHOD(OverkillVortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
315 {
316         W_Reload(actor, weaponentity, WEP_CVAR_PRI(okvortex, ammo), SND_RELOAD);
317 }
318
319 METHOD(OverkillVortex, wr_suicidemessage, Notification(entity thiswep))
320 {
321         return WEAPON_THINKING_WITH_PORTALS;
322 }
323
324 METHOD(OverkillVortex, wr_killmessage, Notification(entity thiswep))
325 {
326         return WEAPON_VORTEX_MURDER;
327 }
328
329 METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
330 {
331         return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(okvortex, secondary);
332 }
333
334 #endif
335 #ifdef CSQC
336
337 METHOD(OverkillVortex, wr_impacteffect, void(entity thiswep, entity actor))
338 {
339         entity this = actor;
340         vector org2 = w_org + w_backoff * 6;
341         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
342         if(!w_issilent)
343                 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
344 }
345
346 METHOD(OverkillVortex, wr_init, void(entity thiswep))
347 {
348         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
349         {
350                 precache_pic("gfx/reticle_nex");
351         }
352 }
353
354 METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
355 {
356         if(button_zoom || zoomscript_caught || (!WEP_CVAR(okvortex, secondary) && button_attack2))
357         {
358                 return true;
359         }
360         else
361         {
362                 // no weapon specific image for this weapon
363                 return false;
364         }
365 }
366
367 #endif