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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
3 #else
4 #ifdef SVQC
5 .float bot_primary_fireballmooth; // whatever a mooth is
6 .vector fireball_impactvec;
7 .float fireball_primarytime;
8
9 void W_Fireball_Explode (void)
10 {
11         entity e;
12         float dist;
13         float points;
14         vector dir;
15         float d;
16
17         self.event_damage = SUB_Null;
18         self.takedamage = DAMAGE_NO;
19
20         // 1. dist damage
21         d = (self.realowner.health + self.realowner.armorvalue);
22         RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
23         if(self.realowner.health + self.realowner.armorvalue >= d)
24         if(!self.cnt)
25         {
26                 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_bfgradius, 0.2, 0.05, 0.25);
27
28                 // 2. bfg effect
29                 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
30                 for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
31                 if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
32                 {
33                         // can we see fireball?
34                         traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
35                         if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
36                                 continue;
37                         // can we see player who shot fireball?
38                         traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
39                         if(trace_ent != self.realowner)
40                         if(/* trace_startsolid || */ trace_fraction != 1)
41                                 continue;
42                         dist = vlen(self.origin - e.origin - e.view_ofs);
43                         points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius));
44                         if(points <= 0)
45                                 continue;
46                         dir = normalize(e.origin + e.view_ofs - self.origin);
47
48                         if(accuracy_isgooddamage(self.realowner, e))
49                                 accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points);
50
51                         Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir);
52                         pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
53                 }
54         }
55
56         remove (self);
57 }
58
59 void W_Fireball_TouchExplode (void)
60 {
61         PROJECTILE_TOUCH;
62         W_Fireball_Explode ();
63 }
64
65 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
66 {
67         entity e;
68         float d;
69         vector p;
70
71         if(damage <= 0)
72                 return;
73
74         RandomSelection_Init();
75         for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
76         if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
77         {
78                 p = e.origin;
79                 p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
80                 p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
81                 p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
82                 d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
83                 if(d < dist)
84                 {
85                         e.fireball_impactvec = p;
86                         RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
87                 }
88         }
89         if(RandomSelection_chosen_ent)
90         {
91                 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
92                 d = damage + (edgedamage - damage) * (d / dist);
93                 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
94                 //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
95                 pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
96         }
97 }
98
99 void W_Fireball_Think()
100 {
101         if(time > self.pushltime)
102         {
103                 self.cnt = 1;
104                 self.projectiledeathtype |= HITTYPE_SPLASH;
105                 W_Fireball_Explode();
106                 return;
107         }
108
109         W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime);
110
111         self.nextthink = time + 0.1;
112 }
113
114 void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
115 {
116         if(self.health <= 0)
117                 return;
118                 
119         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
120                 return; // g_projectiles_damage says to halt
121                 
122         self.health = self.health - damage;
123         if (self.health <= 0)
124         {
125                 self.cnt = 1;
126                 W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
127         }
128 }
129
130 void W_Fireball_Attack1()
131 {
132         entity proj;
133
134         W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
135
136         pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
137
138         proj = spawn ();
139         proj.classname = "plasma_prim";
140         proj.owner = proj.realowner = self;
141         proj.bot_dodge = TRUE;
142         proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage;
143         proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime;
144         proj.use = W_Fireball_Explode;
145         proj.think = W_Fireball_Think;
146         proj.nextthink = time;
147         proj.health = autocvar_g_balance_fireball_primary_health;
148         proj.team = self.team;
149         proj.event_damage = W_Fireball_Damage;
150         proj.takedamage = DAMAGE_YES;
151         proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale;
152         PROJECTILE_MAKETRIGGER(proj);
153         proj.projectiledeathtype = WEP_FIREBALL;
154         setorigin(proj, w_shotorg);
155
156         proj.movetype = MOVETYPE_FLY;
157         W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
158         proj.angles = vectoangles(proj.velocity);
159         proj.touch = W_Fireball_TouchExplode;
160         setsize(proj, '-16 -16 -16', '16 16 16');
161         proj.flags = FL_PROJECTILE;
162
163         CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
164
165         other = proj; MUTATOR_CALLHOOK(EditProjectile);
166 }
167
168 void W_Fireball_AttackEffect(float i, vector f_diff)
169 {
170         W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
171         w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
172         pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
173 }
174
175 void W_Fireball_Attack1_Frame4()
176 {
177         W_Fireball_Attack1();
178         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready);
179 }
180
181 void W_Fireball_Attack1_Frame3()
182 {
183         W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
184         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4);
185 }
186
187 void W_Fireball_Attack1_Frame2()
188 {
189         W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
190         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3);
191 }
192
193 void W_Fireball_Attack1_Frame1()
194 {
195         W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
196         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2);
197 }
198
199 void W_Fireball_Attack1_Frame0()
200 {
201         W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
202
203         W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
204         sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
205         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
206 }
207
208 void W_Firemine_Think()
209 {
210         if(time > self.pushltime)
211         {
212                 remove(self);
213                 return;
214         }
215
216         // make it "hot" once it leaves its owner
217         if(self.owner)
218         {
219                 if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius)
220                 {
221                         self.cnt += 1;
222                         if(self.cnt == 3)
223                                 self.owner = world;
224                 }
225                 else
226                         self.cnt = 0;
227         }
228
229         W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime);
230
231         self.nextthink = time + 0.1;
232 }
233
234 void W_Firemine_Touch (void)
235 {
236         PROJECTILE_TOUCH;
237         if (other.takedamage == DAMAGE_AIM)
238         if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
239         {
240                 remove(self);
241                 return;
242         }
243         self.projectiledeathtype |= HITTYPE_BOUNCE;
244 }
245
246 void W_Fireball_Attack2()
247 {
248         entity proj;
249         vector f_diff;
250         float c;
251
252         W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo);
253
254         c = mod(self.bulletcounter, 4);
255         switch(c)
256         {
257                 case 0:
258                         f_diff = '-1.25 -3.75 0';
259                         break;
260                 case 1:
261                         f_diff = '+1.25 -3.75 0';
262                         break;
263                 case 2:
264                         f_diff = '-1.25 +3.75 0';
265                         break;
266                 case 3:
267                 default:
268                         f_diff = '+1.25 +3.75 0';
269                         break;
270         }
271         W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, autocvar_g_balance_fireball_secondary_damage);
272         traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
273         w_shotorg = trace_endpos;
274
275         pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
276
277         proj = spawn ();
278         proj.owner = proj.realowner = self;
279         proj.classname = "grenade";
280         proj.bot_dodge = TRUE;
281         proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage;
282         proj.movetype = MOVETYPE_BOUNCE;
283         proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
284         proj.touch = W_Firemine_Touch;
285         PROJECTILE_MAKETRIGGER(proj);
286         setsize(proj, '-4 -4 -4', '4 4 4');
287         setorigin(proj, w_shotorg);
288         proj.think = W_Firemine_Think;
289         proj.nextthink = time;
290         proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale;
291         proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime;
292         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
293
294         proj.angles = vectoangles(proj.velocity);
295         proj.flags = FL_PROJECTILE;
296
297         CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
298
299         other = proj; MUTATOR_CALLHOOK(EditProjectile);
300 }
301
302 void spawnfunc_weapon_fireball (void)
303 {
304         weapon_defaultspawnfunc(WEP_FIREBALL);
305 }
306
307 float w_fireball(float req)
308 {
309         float ammo_amount;
310         if (req == WR_AIM)
311         {
312                 self.BUTTON_ATCK = FALSE;
313                 self.BUTTON_ATCK2 = FALSE;
314                 if (self.bot_primary_fireballmooth == 0)
315                 {
316                         if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE))
317                         {
318                                 self.BUTTON_ATCK = TRUE;
319                                 if(random() < 0.02) self.bot_primary_fireballmooth = 0;
320                         }
321                 }
322                 else
323                 {
324                         if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE))
325                         {
326                                 self.BUTTON_ATCK2 = TRUE;
327                                 if(random() < 0.01) self.bot_primary_fireballmooth = 1;
328                         }
329                 }
330         }
331         else if (req == WR_THINK)
332         {
333                 if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
334                         weapon_action(self.weapon, WR_RELOAD);
335                 else if (self.BUTTON_ATCK)
336                 {
337                         if (time >= self.fireball_primarytime)
338                         if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
339                         {
340                                 W_Fireball_Attack1_Frame0();
341                                 self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2 * W_WeaponRateFactor();
342                         }
343                 }
344                 else if (self.BUTTON_ATCK2)
345                 {
346                         if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
347                         {
348                                 W_Fireball_Attack2();
349                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
350                         }
351                 }
352         }
353         else if (req == WR_PRECACHE)
354         {
355                 precache_model ("models/weapons/g_fireball.md3");
356                 precache_model ("models/weapons/v_fireball.md3");
357                 precache_model ("models/weapons/h_fireball.iqm");
358                 precache_model ("models/sphere/sphere.md3");
359                 precache_sound ("weapons/fireball_fire.wav");
360                 precache_sound ("weapons/fireball_fire2.wav");
361                 precache_sound ("weapons/fireball_prefire2.wav");
362                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
363         }
364         else if (req == WR_SETUP)
365         {
366                 weapon_setup(WEP_FIREBALL);
367                 self.current_ammo = ammo_fuel;
368         }
369         else if (req == WR_CHECKAMMO1)
370         {
371                 ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
372                 ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_primary_ammo;
373                 return ammo_amount;
374         }
375         else if (req == WR_CHECKAMMO2)
376         {
377                 ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
378                 ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_secondary_ammo;
379                 return ammo_amount;
380         }
381         else if (req == WR_RESETPLAYER)
382         {
383                 self.fireball_primarytime = time;
384         }
385         else if (req == WR_RELOAD)
386         {
387                 // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
388                 if(self.ammo_fuel < 1)
389                         self.ammo_fuel = 0;
390
391                 W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
392         }
393         return TRUE;
394 }
395 #endif
396 #ifdef CSQC
397 float w_fireball(float req)
398 {
399         if(req == WR_IMPACTEFFECT)
400         {
401                 vector org2;
402                 if(w_deathtype & HITTYPE_SECONDARY)
403                 {
404                         // firemine goes out silently
405                 }
406                 else
407                 {
408                         org2 = w_org + w_backoff * 16;
409                         pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
410                         if(!w_issilent)
411                                 sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
412                 }
413         }
414         else if(req == WR_PRECACHE)
415         {
416                 precache_sound("weapons/fireball_impact2.wav");
417         }
418         else if (req == WR_SUICIDEMESSAGE)
419         {
420                 if(w_deathtype & HITTYPE_SECONDARY)
421                         w_deathtypestring = _("%s forgot about some firemine");
422                 else
423                         w_deathtypestring = _("%s should have used a smaller gun");
424         }
425         else if (req == WR_KILLMESSAGE)
426         {
427                 if(w_deathtype & HITTYPE_SECONDARY)
428                 {
429                         if(w_deathtype & HITTYPE_HEADSHOT)
430                                 w_deathtypestring = _("%s tried to catch %s's firemine");
431                         else
432                                 w_deathtypestring = _("%s fatefully ignored %s's firemine");
433                 }
434                 else
435                 {
436                         if(w_deathtype & HITTYPE_BOUNCE)
437                         {
438                                 if(w_deathtype & HITTYPE_SPLASH) // BFG effect
439                                         w_deathtypestring = _("%s could not hide from %s's fireball");
440                                 else // laser
441                                         w_deathtypestring = _("%s saw the pretty lights of %s's fireball");
442                         }
443                         else if(w_deathtype & HITTYPE_SPLASH)
444                                 w_deathtypestring = _("%s got too close to %s's fireball");
445                         else
446                                 w_deathtypestring = _("%s tasted %s's fireball");
447                 }
448         }
449         return TRUE;
450 }
451 #endif
452 #endif