add a missing cvar
[divverent/nexuiz.git] / data / qcsrc / server / w_fireball.qc
1 .float bot_secondary_fireballmooth; // whatever a mooth is
2 .vector fireball_impactvec;
3 .float fireball_secondarytime;
4
5 void W_Fireball_Explode (void)
6 {
7         entity e;
8         float dist;
9         float points;
10         vector dir;
11         float d;
12
13         self.event_damage = SUB_Null;
14         self.takedamage = DAMAGE_NO;
15
16         // 1. dist damage
17         d = (self.owner.health + self.owner.armorvalue);
18         RadiusDamage (self, self.realowner, cvar("g_balance_fireball_secondary_damage"), cvar("g_balance_fireball_secondary_edgedamage"), cvar("g_balance_fireball_secondary_radius"), world, cvar("g_balance_fireball_secondary_force"), self.projectiledeathtype, other);
19         if(self.realowner.health + self.realowner.armorvalue >= d)
20         if(!self.cnt)
21         {
22                 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, cvar("g_balance_fireball_secondary_bfgradius"), 0.2, 0.05, 0.25);
23
24                 // 2. bfg effect
25                 for(e = findradius(self.origin, cvar("g_balance_fireball_secondary_bfgradius")); e; e = e.chain)
26                 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
27                 {
28                         // can we see fireball?
29                         traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
30                         if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
31                                 continue;
32                         // can we see player who shot fireball?
33                         traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
34                         if(trace_ent != self.realowner)
35                         if(/* trace_startsolid || */ trace_fraction != 1)
36                                 continue;
37                         dist = vlen(self.origin - e.origin - e.view_ofs);
38                         points = (1 - sqrt(dist / cvar("g_balance_fireball_secondary_bfgradius")));
39                         if(points <= 0)
40                                 continue;
41                         dir = normalize(e.origin + e.view_ofs - self.origin);
42                         Damage(e, self, self.realowner, cvar("g_balance_fireball_secondary_bfgdamage") * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, cvar("g_balance_fireball_secondary_bfgforce") * dir);
43                         pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
44
45                         Damage_RecordDamage(self.owner, self.projectiledeathtype, cvar("g_balance_fireball_secondary_bfgdamage") * points);
46                 }
47         }
48
49         remove (self);
50 }
51
52 void W_Fireball_TouchExplode (void)
53 {
54         PROJECTILE_TOUCH;
55         W_Fireball_Explode ();
56 }
57
58 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
59 {
60         entity e;
61         float d;
62         vector p;
63
64         if(damage <= 0)
65                 return;
66
67         RandomSelection_Init();
68         for(e = findradius(self.origin, dist); e; e = e.chain)
69         if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
70         {
71                 p = e.origin;
72                 p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
73                 p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
74                 p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
75                 d = vlen(self.origin - p);
76                 if(d < dist)
77                 {
78                         traceline(p, self.origin, MOVE_NORMAL, e);
79                         if(/* trace_startsolid || */ trace_fraction != 1)
80                                 continue;
81                         e.fireball_impactvec = p;
82                         RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
83                 }
84         }
85         if(RandomSelection_chosen_ent)
86         {
87                 d = vlen(self.origin - RandomSelection_chosen_ent.fireball_impactvec);
88                 d = damage + (edgedamage - damage) * (d / dist);
89                 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
90                 //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
91                 pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
92         }
93 }
94
95 void W_Fireball_Think()
96 {
97         if(time > self.pushltime)
98         {
99                 self.cnt = 1;
100                 W_Fireball_Explode();
101                 return;
102         }
103
104         W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_secondary_laserradius"), cvar("g_balance_fireball_secondary_laserdamage"), cvar("g_balance_fireball_secondary_laseredgedamage"), cvar("g_balance_fireball_secondary_laserburntime"));
105
106         self.nextthink = time + 0.1;
107 }
108
109 void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
110 {
111         if(self.health <= 0)
112                 return;
113         self.health = self.health - damage;
114         if (self.health <= 0)
115         {
116                 self.cnt = 1;
117                 W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
118         }
119 }
120
121 void W_Fireball_Attack2()
122 {
123         local entity proj;
124
125         W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", cvar("g_balance_fireball_secondary_damage") + cvar("g_balance_fireball_secondary_bfgdamage"));
126
127         pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
128
129         proj = spawn ();
130         proj.classname = "plasma_prim";
131         proj.owner = proj.realowner = self;
132         proj.bot_dodge = TRUE;
133         proj.bot_dodgerating = cvar("g_balance_fireball_secondary_damage");
134         proj.pushltime = time + cvar("g_balance_fireball_secondary_lifetime");
135         proj.use = W_Fireball_Explode;
136         proj.think = W_Fireball_Think;
137         proj.nextthink = time;
138         proj.health = cvar("g_balance_fireball_secondary_health");
139         proj.team = self.team;
140         proj.event_damage = W_Fireball_Damage;
141         proj.takedamage = DAMAGE_YES;
142         proj.damageforcescale = cvar("g_balance_fireball_secondary_damageforcescale");
143         PROJECTILE_MAKETRIGGER(proj);
144         proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
145         setorigin(proj, w_shotorg);
146
147         proj.movetype = MOVETYPE_FLY;
148         W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_secondary);
149         proj.angles = vectoangles(proj.velocity);
150         proj.touch = W_Fireball_TouchExplode;
151         setsize(proj, '-16 -16 -16', '16 16 16');
152         proj.flags = FL_PROJECTILE;
153
154         CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
155 }
156
157 void W_Fireball_AttackEffect(float i, vector f_diff)
158 {
159         W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0);
160         w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
161         pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
162 }
163
164 void W_Fireball_Attack2_Frame4()
165 {
166         W_Fireball_Attack2();
167         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), w_ready);
168 }
169
170 void W_Fireball_Attack2_Frame3()
171 {
172         W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
173         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), W_Fireball_Attack2_Frame4);
174 }
175
176 void W_Fireball_Attack2_Frame2()
177 {
178         W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
179         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), W_Fireball_Attack2_Frame3);
180 }
181
182 void W_Fireball_Attack2_Frame1()
183 {
184         W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
185         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), W_Fireball_Attack2_Frame2);
186 }
187
188 void W_Fireball_Attack2_Frame0()
189 {
190         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
191                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_fireball_secondary_ammo");
192
193         W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
194         sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
195         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), W_Fireball_Attack2_Frame1);
196 }
197
198 void W_Firemine_Think()
199 {
200         if(time > self.pushltime)
201         {
202                 remove(self);
203                 return;
204         }
205
206         // make it "hot" once it leaves its owner
207         if(self.owner)
208         {
209                 if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > cvar("g_balance_fireball_primary_laserradius"))
210                 {
211                         self.cnt += 1;
212                         if(self.cnt == 3)
213                                 self.owner = world;
214                 }
215                 else
216                         self.cnt = 0;
217         }
218
219         W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_primary_laserradius"), cvar("g_balance_fireball_primary_laserdamage"), cvar("g_balance_fireball_primary_laseredgedamage"), cvar("g_balance_fireball_primary_laserburntime"));
220
221         self.nextthink = time + 0.1;
222 }
223
224 void W_Firemine_Touch (void)
225 {
226         PROJECTILE_TOUCH;
227         if (other.takedamage == DAMAGE_AIM)
228         if(Fire_AddDamage(other, self.realowner, cvar("g_balance_fireball_primary_damage"), cvar("g_balance_fireball_primary_damagetime"), self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
229         {
230                 remove(self);
231                 return;
232         }
233         self.projectiledeathtype |= HITTYPE_BOUNCE;
234 }
235
236 void W_Fireball_Attack1()
237 {
238         local entity proj;
239         vector f_diff;
240         float c;
241
242         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
243                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_fireball_primary_ammo");
244
245         c = mod(self.bulletcounter, 4);
246         switch(c)
247         {
248                 case 0:
249                         f_diff = '-1.25 -3.75 0';
250                         break;
251                 case 1:
252                         f_diff = '+1.25 -3.75 0';
253                         break;
254                 case 2:
255                         f_diff = '-1.25 +3.75 0';
256                         break;
257                 case 3:
258                 default:
259                         f_diff = '+1.25 +3.75 0';
260                         break;
261         }
262         W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", cvar("g_balance_fireball_primary_damage"));
263         traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
264         w_shotorg = trace_endpos;
265
266         pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
267
268         proj = spawn ();
269         proj.owner = proj.realowner = self;
270         proj.classname = "grenade";
271         proj.bot_dodge = TRUE;
272         proj.bot_dodgerating = cvar("g_balance_fireball_primary_damage");
273         proj.movetype = MOVETYPE_BOUNCE;
274         proj.projectiledeathtype = WEP_FIREBALL;
275         proj.touch = W_Firemine_Touch;
276         PROJECTILE_MAKETRIGGER(proj);
277         setsize(proj, '-4 -4 -4', '4 4 4');
278         setorigin(proj, w_shotorg);
279         proj.think = W_Firemine_Think;
280         proj.nextthink = time;
281         proj.damageforcescale = cvar("g_balance_fireball_primary_damageforcescale");
282         proj.pushltime = time + cvar("g_balance_fireball_primary_lifetime");
283         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_primary);
284
285         proj.angles = vectoangles(proj.velocity);
286         proj.flags = FL_PROJECTILE;
287
288         CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
289 }
290
291 void spawnfunc_weapon_fireball (void)
292 {
293         weapon_defaultspawnfunc(WEP_FIREBALL);
294 }
295
296 float w_fireball(float req)
297 {
298         if (req == WR_AIM)
299         {
300                 self.BUTTON_ATCK = FALSE;
301                 self.BUTTON_ATCK2 = FALSE;
302                 if (self.bot_secondary_fireballmooth == 0)
303                 {
304                         if(bot_aim(cvar("g_balance_fireball_primary_speed"), cvar("g_balance_fireball_primary_speed_up"), cvar("g_balance_fireball_primary_lifetime"), TRUE))
305                         {
306                                 self.BUTTON_ATCK = TRUE;
307                                 if(random() < 0.01) self.bot_secondary_fireballmooth = 1;
308                         }
309                 }
310                 else
311                 {
312                         if(bot_aim(cvar("g_balance_fireball_secondary_speed"), 0, cvar("g_balance_fireball_secondary_lifetime"), FALSE))
313                         {
314                                 self.BUTTON_ATCK2 = TRUE;
315                                 if(random() < 0.02) self.bot_secondary_fireballmooth = 0;
316                         }
317                 }
318         }
319         else if (req == WR_THINK)
320         {
321                 if (self.BUTTON_ATCK)
322                 if (weapon_prepareattack(0, cvar("g_balance_fireball_primary_refire")))
323                 {
324                         W_Fireball_Attack1();
325                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_fireball_primary_animtime"), w_ready);
326                 }
327                 if (self.BUTTON_ATCK2)
328                 if (time >= self.fireball_secondarytime)
329                 if (weapon_prepareattack(1, cvar("g_balance_fireball_secondary_refire")))
330                 {
331                         W_Fireball_Attack2_Frame0();
332                         self.fireball_secondarytime = time + cvar("g_balance_fireball_secondary_refire2");
333                 }
334         }
335         else if (req == WR_PRECACHE)
336         {
337                 precache_model ("models/weapons/g_fireball.md3");
338                 precache_model ("models/weapons/v_fireball.md3");
339                 precache_model ("models/weapons/h_fireball.dpm");
340                 precache_model ("models/sphere/sphere.md3");
341                 precache_sound ("weapons/fireball_fire.wav");
342                 precache_sound ("weapons/fireball_fire2.wav");
343                 precache_sound ("weapons/fireball_prefire2.wav");
344         }
345         else if (req == WR_SETUP)
346                 weapon_setup(WEP_FIREBALL);
347         else if (req == WR_CHECKAMMO1)
348                 return self.ammo_rockets >= cvar("g_balance_fireball_primary_ammo");
349         else if (req == WR_CHECKAMMO2)
350                 return self.ammo_rockets >= cvar("g_balance_fireball_secondary_ammo");
351         else if (req == WR_SUICIDEMESSAGE)
352         {
353                 if(w_deathtype & HITTYPE_SECONDARY)
354                         w_deathtypestring = "should have used a smaller gun";
355                 else
356                         w_deathtypestring = "forgot about some firemine";
357         }
358         else if (req == WR_KILLMESSAGE)
359         {
360                 if(w_deathtype & HITTYPE_SECONDARY)
361                 {
362                         if(w_deathtype & HITTYPE_BOUNCE)
363                         {
364                                 if(w_deathtype & HITTYPE_SPLASH) // BFG effect
365                                 {
366                                         w_deathtypestring = "could not hide from #'s fireball";
367                                 }
368                                 else // laser
369                                 {
370                                         w_deathtypestring = "saw the pretty lights of #'s fireball";
371                                 }
372                         }
373                         else if(w_deathtype & HITTYPE_SPLASH)
374                                 w_deathtypestring = "got too close to #'s fireball";
375                         else
376                                 w_deathtypestring = "tasted #'s fireball";
377                 }
378                 else
379                 {
380                         if(w_deathtype & HITTYPE_HEADSHOT)
381                                 w_deathtypestring = "tried to catch #'s firemine";
382                         else
383                                 w_deathtypestring = "fatefully ignored #'s firemine";
384                 }
385         }
386         else if (req == WR_RESETPLAYER)
387         {
388                 self.fireball_secondarytime = time;
389         }
390         return TRUE;
391 };