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Merge branch 'master' into terencehill/menu_optimization
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Rifle, Weapon)
3 /* ammotype  */ ATTRIB(Rifle, ammo_field, .int, ammo_nails)
4 /* impulse   */ ATTRIB(Rifle, impulse, int, 7)
5 /* flags     */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating    */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color     */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
8 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
13 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(Rifle, model2, string, "weaponrifle");
15 /* refname   */ ATTRIB(Rifle, netname, string, "rifle");
16 /* wepname   */ ATTRIB(Rifle, m_name, string, _("Rifle"));
17 ENDCLASS(Rifle)
18 REGISTER_WEAPON(RIFLE, NEW(Rifle));
19
20 #define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
21 #define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, BOTH, ammo) \
23         w_cvar(id, sn, BOTH, animtime) \
24         w_cvar(id, sn, BOTH, bullethail) \
25         w_cvar(id, sn, BOTH, burstcost) \
26         w_cvar(id, sn, BOTH, damage) \
27         w_cvar(id, sn, BOTH, force) \
28         w_cvar(id, sn, BOTH, refire) \
29         w_cvar(id, sn, BOTH, shots) \
30         w_cvar(id, sn, BOTH, solidpenetration) \
31         w_cvar(id, sn, BOTH, spread) \
32         w_cvar(id, sn, BOTH, tracer) \
33         w_cvar(id, sn, NONE, bursttime) \
34         w_cvar(id, sn, NONE, secondary) \
35         w_cvar(id, sn, SEC,  reload) \
36         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
37         w_prop(id, sn, float,  reloading_time, reload_time) \
38         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
39         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
40         w_prop(id, sn, string, weaponreplace, weaponreplace) \
41         w_prop(id, sn, float,  weaponstart, weaponstart) \
42         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
43         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
44
45 #ifdef SVQC
46 RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 .float rifle_accumulator;
48 #endif
49 #endif
50 #ifdef IMPLEMENTATION
51 #ifdef SVQC
52 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
53 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
54 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
55
56 void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
57 {SELFPARAM();
58         float i;
59
60         W_DecreaseAmmo(thiswep, self, pAmmo);
61
62         W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
63
64         Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
65
66         if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
67         {
68                 w_shotdir = v_forward;
69                 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
70         }
71
72         for(i = 0; i < pShots; ++i)
73                 fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
74
75         if(autocvar_g_casings >= 2)
76                 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);
77 }
78
79 void W_Rifle_Attack()
80 {
81         W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND(CAMPINGRIFLE_FIRE));
82 }
83
84 void W_Rifle_Attack2()
85 {
86         W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND(CAMPINGRIFLE_FIRE2));
87 }
88
89 .void() rifle_bullethail_attackfunc;
90 .WFRAME rifle_bullethail_frame;
91 .float rifle_bullethail_animtime;
92 .float rifle_bullethail_refire;
93 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
94 {
95         float r, sw, af;
96
97         sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing
98         int slot = weaponslot(weaponentity);
99         af = ATTACK_FINISHED(actor, slot);
100         actor.switchweapon = actor.weapon;
101         ATTACK_FINISHED(actor, slot) = time;
102         r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
103         if(actor.switchweapon == actor.weapon)
104                 actor.switchweapon = sw;
105         if(r)
106         {
107                 actor.rifle_bullethail_attackfunc();
108                 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
109         }
110         else
111         {
112                 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
113         }
114 }
115
116 void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire)
117 {SELFPARAM();
118         // if we get here, we have at least one bullet to fire
119         AttackFunc();
120         if(mode)
121         {
122                 // continue hail
123                 self.rifle_bullethail_attackfunc = AttackFunc;
124                 self.rifle_bullethail_frame = fr;
125                 self.rifle_bullethail_animtime = animtime;
126                 self.rifle_bullethail_refire = refire;
127                 weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
128         }
129         else
130         {
131                 // just one shot
132                 weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
133         }
134 }
135
136 .float bot_secondary_riflemooth;
137
138                 METHOD(Rifle, wr_aim, void(entity thiswep))
139                 {
140                         self.BUTTON_ATCK=false;
141                         self.BUTTON_ATCK2=false;
142                         if(vlen(self.origin-self.enemy.origin) > 1000)
143                                 self.bot_secondary_riflemooth = 0;
144                         if(self.bot_secondary_riflemooth == 0)
145                         {
146                                 if(bot_aim(1000000, 0, 0.001, false))
147                                 {
148                                         self.BUTTON_ATCK = true;
149                                         if(random() < 0.01) self.bot_secondary_riflemooth = 1;
150                                 }
151                         }
152                         else
153                         {
154                                 if(bot_aim(1000000, 0, 0.001, false))
155                                 {
156                                         self.BUTTON_ATCK2 = true;
157                                         if(random() < 0.03) self.bot_secondary_riflemooth = 0;
158                                 }
159                         }
160                 }
161                 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
162                 {
163                         if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
164                                 thiswep.wr_reload(thiswep);
165                         } else
166                         {
167                                 actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
168                                 if(fire & 1)
169                                 if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
170                                 if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
171                                 {
172                                         weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
173                                         W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
174                                         actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
175                                 }
176                                 if(fire & 2)
177                                 {
178                                         if(WEP_CVAR(rifle, secondary))
179                                         {
180                                                 if(WEP_CVAR_SEC(rifle, reload)) {
181                                                         thiswep.wr_reload(thiswep);
182                                                 } else
183                                                 {
184                                                         if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
185                                                         if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
186                                                         {
187                                                                 weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
188                                                                 W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
189                                                                 actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
190                                                         }
191                                                 }
192                                         }
193                                 }
194                         }
195                 }
196                 METHOD(Rifle, wr_init, void(entity thiswep))
197                 {
198                         RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
199                 }
200                 METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
201                 {
202                         float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
203                         ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
204                         return ammo_amount;
205                 }
206                 METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
207                 {
208                         float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
209                         ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
210                         return ammo_amount;
211                 }
212                 METHOD(Rifle, wr_config, void(entity thiswep))
213                 {
214                         RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
215                 }
216                 METHOD(Rifle, wr_resetplayer, void(entity thiswep))
217                 {
218                         self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
219                 }
220                 METHOD(Rifle, wr_reload, void(entity thiswep))
221                 {
222                         W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
223                 }
224                 METHOD(Rifle, wr_suicidemessage, int(entity thiswep))
225                 {
226                         return WEAPON_THINKING_WITH_PORTALS;
227                 }
228                 METHOD(Rifle, wr_killmessage, int(entity thiswep))
229                 {
230                         if(w_deathtype & HITTYPE_SECONDARY)
231                         {
232                                 if(w_deathtype & HITTYPE_BOUNCE)
233                                         return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
234                                 else
235                                         return WEAPON_RIFLE_MURDER_HAIL;
236                         }
237                         else
238                         {
239                                 if(w_deathtype & HITTYPE_BOUNCE)
240                                         return WEAPON_RIFLE_MURDER_PIERCING;
241                                 else
242                                         return WEAPON_RIFLE_MURDER;
243                         }
244                 }
245
246 #endif
247 #ifdef CSQC
248
249                 METHOD(Rifle, wr_impacteffect, void(entity thiswep))
250                 {
251                         vector org2;
252                         org2 = w_org + w_backoff * 2;
253                         pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
254                         if(!w_issilent)
255                         {
256                                 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
257                         }
258                 }
259                 METHOD(Rifle, wr_init, void(entity thiswep))
260                 {
261                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
262                         {
263                                 precache_pic("gfx/reticle_nex");
264                         }
265                 }
266                 METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
267                 {
268                         if(button_zoom || zoomscript_caught)
269                         {
270                                 reticle_image = "gfx/reticle_nex";
271                                 return true;
272                         }
273                         else
274                         {
275                                 // no weapon specific image for this weapon
276                                 return false;
277                         }
278                 }
279
280 #endif
281 #endif