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Remove some reloading system stupidity
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_rifle.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ RIFLE,
4 /* function */ w_rifle,
5 /* ammotype */ IT_NAILS,
6 /* impulse  */ 7,
7 /* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "campingrifle",
10 /* netname  */ "rifle",
11 /* fullname */ _("Rifle")
12 );
13
14 #define RIFLE_SETTINGS(weapon) \
15         WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
16         WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
17         WEP_ADD_CVAR(weapon, MO_BOTH, bulletconstant) \
18         WEP_ADD_CVAR(weapon, MO_BOTH, bullethail) \
19         WEP_ADD_CVAR(weapon, MO_BOTH, burstcost) \
20         WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
21         WEP_ADD_CVAR(weapon, MO_BOTH, force) \
22         WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
23         WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
24         WEP_ADD_CVAR(weapon, MO_BOTH, shots) \
25         WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
26         WEP_ADD_CVAR(weapon, MO_BOTH, spread) \
27         WEP_ADD_CVAR(weapon, MO_BOTH, tracer) \
28         WEP_ADD_CVAR(weapon, MO_NONE, bursttime) \
29         WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
30         WEP_ADD_CVAR(weapon, MO_SEC,  reload) \
31         WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
32         WEP_ADD_PROP(weapon, reloading_time, reload_time) \
33         WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
34         WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
35
36 #ifdef SVQC
37 RIFLE_SETTINGS(rifle)
38 .float rifle_accumulator;
39 #endif
40 #else
41 #ifdef SVQC
42 void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); }
43 void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); }
44 void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); }
45
46 void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant, float pTracer, float pShots, string pSound)
47 {
48         float i;
49
50         W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_rifle_reload_ammo);
51
52         W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, pSound, CH_WEAPON_A, pDamage * pShots);
53
54         pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
55
56         if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
57         {
58                 w_shotdir = v_forward;
59                 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
60         }
61
62         for(i = 0; i < pShots; ++i)
63                 fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
64         endFireBallisticBullet();
65
66         if (autocvar_g_casings >= 2)
67                 SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
68 }
69
70 void W_Rifle_Attack()
71 {
72         W_Rifle_FireBullet(WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, speed), WEP_CVAR_PRI(rifle, lifetime), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE, WEP_CVAR_PRI(rifle, bulletconstant), WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav");
73 }
74
75 void W_Rifle_Attack2()
76 {
77         W_Rifle_FireBullet(WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, speed), WEP_CVAR_SEC(rifle, lifetime), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, bulletconstant), WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav");
78 }
79
80 .void(void) rifle_bullethail_attackfunc;
81 .float rifle_bullethail_frame;
82 .float rifle_bullethail_animtime;
83 .float rifle_bullethail_refire;
84 void W_Rifle_BulletHail_Continue()
85 {
86         float r, sw, af;
87
88         sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
89         af = ATTACK_FINISHED(self);
90         self.switchweapon = self.weapon;
91         ATTACK_FINISHED(self) = time;
92         print(ftos(self.ammo_nails), "\n");
93         r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
94         if(self.switchweapon == self.weapon)
95                 self.switchweapon = sw;
96         if(r)
97         {
98                 self.rifle_bullethail_attackfunc();
99                 weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
100                 print("thinkf set\n");
101         }
102         else
103         {
104                 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
105                 print("out of ammo... ", ftos(self.weaponentity.state), "\n");
106         }
107 }
108
109 void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
110 {
111         // if we get here, we have at least one bullet to fire
112         AttackFunc();
113         if(mode)
114         {
115                 // continue hail
116                 self.rifle_bullethail_attackfunc = AttackFunc;
117                 self.rifle_bullethail_frame = fr;
118                 self.rifle_bullethail_animtime = animtime;
119                 self.rifle_bullethail_refire = refire;
120                 weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
121         }
122         else
123         {
124                 // just one shot
125                 weapon_thinkf(fr, animtime, w_ready);
126         }
127 }
128
129 .float bot_secondary_riflemooth;
130 float w_rifle(float req)
131 {
132         float ammo_amount;
133         
134         switch(req)
135         {
136                 case WR_AIM:
137                 {
138                         self.BUTTON_ATCK=FALSE;
139                         self.BUTTON_ATCK2=FALSE;
140                         if(vlen(self.origin-self.enemy.origin) > 1000)
141                                 self.bot_secondary_riflemooth = 0;
142                         if(self.bot_secondary_riflemooth == 0)
143                         {
144                                 if(bot_aim(WEP_CVAR_PRI(rifle, speed), 0, WEP_CVAR_PRI(rifle, lifetime), FALSE))
145                                 {
146                                         self.BUTTON_ATCK = TRUE;
147                                         if(random() < 0.01) self.bot_secondary_riflemooth = 1;
148                                 }
149                         }
150                         else
151                         {
152                                 if(bot_aim(WEP_CVAR_SEC(rifle, speed), 0, WEP_CVAR_SEC(rifle, lifetime), FALSE))
153                                 {
154                                         self.BUTTON_ATCK2 = TRUE;
155                                         if(random() < 0.03) self.bot_secondary_riflemooth = 0;
156                                 }
157                         }
158                         
159                         return TRUE;
160                 }
161                 case WR_THINK:
162                 {
163                         if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
164                                 WEP_ACTION(self.weapon, WR_RELOAD);
165                         else
166                         {
167                                 self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
168                                 if (self.BUTTON_ATCK)
169                                 if (weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
170                                 if (time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
171                                 {
172                                         weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
173                                         W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
174                                         self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
175                                 }
176                                 if (self.BUTTON_ATCK2)
177                                 {
178                                         if (WEP_CVAR(rifle, secondary))
179                                         {
180                                                 if(WEP_CVAR_SEC(rifle, reload))
181                                                         WEP_ACTION(self.weapon, WR_RELOAD);
182                                                 else
183                                                 {
184                                                         if (weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
185                                                         if (time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
186                                                         {
187                                                                 weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
188                                                                 W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
189                                                                 self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
190                                                         }
191                                                 }
192                                         }
193                                 }
194                         }
195                         
196                         return TRUE;
197                 }
198                 case WR_INIT:
199                 {
200                         precache_model ("models/weapons/g_campingrifle.md3");
201                         precache_model ("models/weapons/v_campingrifle.md3");
202                         precache_model ("models/weapons/h_campingrifle.iqm");
203                         precache_sound ("weapons/campingrifle_fire.wav");
204                         precache_sound ("weapons/campingrifle_fire2.wav");
205                         WEP_SET_PROPS(RIFLE_SETTINGS(rifle), WEP_RIFLE)
206                         return TRUE;
207                 }
208                 case WR_SETUP:
209                 {
210                         self.current_ammo = ammo_nails;
211                         return TRUE;
212                 }
213                 case WR_CHECKAMMO1:
214                 {
215                         ammo_amount = self.ammo_nails >= WEP_CVAR_PRI(rifle, ammo);
216                         ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_PRI(rifle, ammo);
217                         return ammo_amount;
218                 }
219                 case WR_CHECKAMMO2:
220                 {
221                         ammo_amount = self.ammo_nails >= WEP_CVAR_SEC(rifle, ammo);
222                         ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_SEC(rifle, ammo);
223                         return ammo_amount;
224                 }
225                 case WR_CONFIG:
226                 {
227                         WEP_CONFIG_SETTINGS(RIFLE_SETTINGS(rifle))
228                         return TRUE;
229                 }
230                 case WR_RESETPLAYER:
231                 {
232                         self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
233                         return TRUE;
234                 }
235                 case WR_RELOAD:
236                 {
237                         W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), "weapons/reload.wav");
238                         return TRUE;
239                 }
240                 case WR_SUICIDEMESSAGE:
241                 {
242                         return WEAPON_THINKING_WITH_PORTALS;
243                 }
244                 case WR_KILLMESSAGE:
245                 {
246                         if(w_deathtype & HITTYPE_SECONDARY)
247                         {
248                                 if(w_deathtype & HITTYPE_BOUNCE)
249                                         return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
250                                 else
251                                         return WEAPON_RIFLE_MURDER_HAIL;
252                         }
253                         else
254                         {
255                                 if(w_deathtype & HITTYPE_BOUNCE)
256                                         return WEAPON_RIFLE_MURDER_PIERCING;
257                                 else
258                                         return WEAPON_RIFLE_MURDER;
259                         }
260                 }
261         }
262         return TRUE;
263 }
264 #endif
265 #ifdef CSQC
266 float w_rifle(float req)
267 {
268         switch(req)
269         {
270                 case WR_IMPACTEFFECT:
271                 {
272                         vector org2;
273                         org2 = w_org + w_backoff * 2;
274                         pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
275                         if(!w_issilent)
276                         {
277                                 if(w_random < 0.2)
278                                         sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
279                                 else if(w_random < 0.4)
280                                         sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
281                                 else if(w_random < 0.5)
282                                         sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
283                         }
284                         
285                         return TRUE;
286                 }
287                 case WR_INIT:
288                 {
289                         precache_sound("weapons/ric1.wav");
290                         precache_sound("weapons/ric2.wav");
291                         precache_sound("weapons/ric3.wav");
292                         return TRUE;
293                 }
294         }
295
296         return TRUE;
297 }
298 #endif
299 #endif