]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/w_shotgun.qc
2138635cc8cbad78be46862d0688fa8802c0affb
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shotgun.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ SHOTGUN,
4 /* function  */ W_Shotgun,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 2,
7 /* flags     */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED,
8 /* rating    */ BOT_PICKUP_RATING_LOW,
9 /* color     */ '0.5 0.25 0',
10 /* modelname */ "shotgun",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairshotgun 0.65",
13 /* wepimg    */ "weaponshotgun",
14 /* refname   */ "shotgun",
15 /* wepname   */ _("Shotgun")
16 );
17
18 #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
19 #define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, PRI,  ammo) \
21         w_cvar(id, sn, BOTH, animtime) \
22         w_cvar(id, sn, BOTH, refire) \
23         w_cvar(id, sn, PRI,  bullets) \
24         w_cvar(id, sn, BOTH, damage) \
25         w_cvar(id, sn, BOTH, force) \
26         w_cvar(id, sn, PRI,  solidpenetration) \
27         w_cvar(id, sn, PRI,  spread) \
28         w_cvar(id, sn, NONE, secondary) \
29         w_cvar(id, sn, SEC,  melee_time) \
30         w_cvar(id, sn, SEC,  melee_no_doubleslap) \
31         w_cvar(id, sn, SEC,  melee_traces) \
32         w_cvar(id, sn, SEC,  melee_swing_up) \
33         w_cvar(id, sn, SEC,  melee_swing_side) \
34         w_cvar(id, sn, SEC,  melee_nonplayerdamage) \
35         w_cvar(id, sn, SEC,  melee_multihit) \
36         w_cvar(id, sn, SEC,  melee_delay) \
37         w_cvar(id, sn, SEC,  melee_range) \
38         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
39         w_prop(id, sn, float,  reloading_time, reload_time) \
40         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
41         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
42         w_prop(id, sn, string, weaponreplace, weaponreplace) \
43         w_prop(id, sn, float,  weaponstart, weaponstart) \
44         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
45
46 #ifdef SVQC
47 SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
48 #endif
49 #else
50 #ifdef SVQC
51 void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
52
53 void W_Shotgun_Attack (void)
54 {
55         float   sc;
56         entity flash;
57
58         W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
59
60         W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
61         for (sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
62                 fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
63
64         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
65
66         // casing code
67         if (autocvar_g_casings >= 1)
68                 for (sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
69                         SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
70
71         // muzzle flash for 1st person view
72         flash = spawn();
73         setmodel(flash, "models/uziflash.md3"); // precision set below
74         flash.think = SUB_Remove;
75         flash.nextthink = time + 0.06;
76         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
77         W_AttachToShotorg(flash, '5 0 0');
78 }
79
80 .float swing_prev;
81 .entity swing_alreadyhit;
82 void W_Shotgun_Melee_Think()
83 {
84         // declarations
85         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
86         entity target_victim;
87         vector targpos;
88
89         if(!self.cnt) // set start time of melee
90         {
91                 self.cnt = time;
92                 W_PlayStrengthSound(self.realowner);
93         }
94
95         makevectors(self.realowner.v_angle); // update values for v_* vectors
96
97         // calculate swing percentage based on time
98         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor();
99         swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
100         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
101
102         // check to see if we can still continue, otherwise give up now
103         if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
104         {
105                 remove(self);
106                 return;
107         }
108
109         // if okay, perform the traces needed for this frame
110         for(i=self.swing_prev; i < f; ++i)
111         {
112                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
113
114                 targpos = (self.realowner.origin + self.realowner.view_ofs
115                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
116                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
117                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
118
119                 WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
120
121                 // draw lightning beams for debugging
122                 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
123                 //te_customflash(targpos, 40,  2, '1 1 1');
124
125                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
126
127                 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
128                         && (trace_ent.takedamage == DAMAGE_AIM)
129                         && (trace_ent != self.swing_alreadyhit)
130                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
131                 {
132                         target_victim = trace_ent; // so it persists through other calls
133
134                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
135                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
136                         else
137                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
138
139                         //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
140
141                         Damage(target_victim, self.realowner, self.realowner,
142                                 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
143                                 self.realowner.origin + self.realowner.view_ofs,
144                                 v_forward * WEP_CVAR_SEC(shotgun, force));
145
146                         if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
147
148                         // draw large red flash for debugging
149                         //te_customflash(targpos, 200, 2, '15 0 0');
150
151                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
152                         {
153                                 self.swing_alreadyhit = target_victim;
154                                 continue; // move along to next trace
155                         }
156                         else
157                         {
158                                 remove(self);
159                                 return;
160                         }
161                 }
162         }
163
164         if(time >= self.cnt + meleetime)
165         {
166                 // melee is finished
167                 remove(self);
168                 return;
169         }
170         else
171         {
172                 // set up next frame
173                 self.swing_prev = i;
174                 self.nextthink = time;
175         }
176 }
177
178 void W_Shotgun_Attack2 (void)
179 {
180         sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
181         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
182
183         entity meleetemp;
184         meleetemp = spawn();
185         meleetemp.realowner = self;
186         meleetemp.think = W_Shotgun_Melee_Think;
187         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
188         W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
189 }
190
191 .float shotgun_primarytime;
192
193 float W_Shotgun(float req)
194 {
195         switch(req)
196         {
197                 case WR_AIM:
198                 {
199                         if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
200                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
201                         else
202                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
203
204                         return TRUE;
205                 }
206                 case WR_THINK:
207                 {
208                         if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
209                         {
210                                 // don't force reload an empty shotgun if its melee attack is active
211                                 if (!WEP_CVAR(shotgun, secondary))
212                                         WEP_ACTION(self.weapon, WR_RELOAD);
213                         }
214                         else
215                         {
216                                 if (self.BUTTON_ATCK)
217                                 {
218                                         if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
219                                         {
220                                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
221                                                 {
222                                                         W_Shotgun_Attack();
223                                                         self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
224                                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
225                                                 }
226                                         }
227                                 }
228                         }
229                         if (self.clip_load >= 0) // we are not currently reloading
230                         if (!self.crouch) // no crouchmelee please
231                         if (self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary))
232                         if (weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
233                         {
234                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
235                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
236                         }
237                         
238                         return TRUE;
239                 }
240                 case WR_INIT:
241                 {
242                         precache_model ("models/uziflash.md3");
243                         precache_model ("models/weapons/g_shotgun.md3");
244                         precache_model ("models/weapons/v_shotgun.md3");
245                         precache_model ("models/weapons/h_shotgun.iqm");
246                         precache_sound ("misc/itempickup.wav");
247                         precache_sound ("weapons/shotgun_fire.wav");
248                         precache_sound ("weapons/shotgun_melee.wav");
249                         SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
250                         return TRUE;
251                 }
252                 case WR_SETUP:
253                 {
254                         self.ammo_field = ammo_none;
255                         return TRUE;
256                 }
257                 case WR_CHECKAMMO1:
258                 case WR_CHECKAMMO2:
259                 {
260                         // shotgun has infinite ammo
261                         return TRUE;
262                 }
263                 case WR_CONFIG:
264                 {
265                         SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
266                         return TRUE;
267                 }
268                 case WR_RELOAD:
269                 {
270                         W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
271                         return TRUE;
272                 }
273                 case WR_SUICIDEMESSAGE:
274                 {
275                         return WEAPON_THINKING_WITH_PORTALS;
276                 }
277                 case WR_KILLMESSAGE:
278                 {
279                         if(w_deathtype & HITTYPE_SECONDARY)
280                                 return WEAPON_SHOTGUN_MURDER_SLAP;
281                         else
282                                 return WEAPON_SHOTGUN_MURDER;
283                 }
284         }
285         return FALSE;
286 }
287 #endif
288 #ifdef CSQC
289 .float prevric;
290 float W_Shotgun(float req)
291 {
292         switch(req)
293         {
294                 case WR_IMPACTEFFECT:
295                 {
296                         vector org2;
297                         org2 = w_org + w_backoff * 2;
298                         pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
299                         if(!w_issilent && time - self.prevric > 0.25)
300                         {
301                                 if(w_random < 0.0165)
302                                         sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
303                                 else if(w_random < 0.033)
304                                         sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
305                                 else if(w_random < 0.05)
306                                         sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
307                                 self.prevric = time;
308                         }
309
310                         return TRUE;
311                 }
312                 case WR_INIT:
313                 {
314                         precache_sound("weapons/ric1.wav");
315                         precache_sound("weapons/ric2.wav");
316                         precache_sound("weapons/ric3.wav");
317                         return TRUE;
318                 }
319                 case WR_ZOOMRETICLE:
320                 {
321                         // no weapon specific image for this weapon
322                         return FALSE;
323                 }
324         }
325         return FALSE;
326 }
327 #endif
328 #endif