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Merge branch 'divVerent/ballistic2' into samual/weapons
[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 */ ammo_nails,
6 /* impulse  */ 7,
7 /* flags    */ WEP_FLAG_MUTATORBLOCKED | 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(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
15 #define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16         w_cvar(id, sn, BOTH, ammo) \
17         w_cvar(id, sn, BOTH, animtime) \
18         w_cvar(id, sn, BOTH, bullethail) \
19         w_cvar(id, sn, BOTH, burstcost) \
20         w_cvar(id, sn, BOTH, damage) \
21         w_cvar(id, sn, BOTH, force) \
22         w_cvar(id, sn, BOTH, refire) \
23         w_cvar(id, sn, BOTH, shots) \
24         w_cvar(id, sn, BOTH, solidpenetration) \
25         w_cvar(id, sn, BOTH, spread) \
26         w_cvar(id, sn, BOTH, tracer) \
27         w_cvar(id, sn, NONE, bursttime) \
28         w_cvar(id, sn, NONE, secondary) \
29         w_cvar(id, sn, SEC,  reload) \
30         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
31         w_prop(id, sn, float,  reloading_time, reload_time) \
32         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
33         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
34         w_prop(id, sn, string, weaponreplace, weaponreplace) \
35         w_prop(id, sn, float,  weaponstart, weaponstart) \
36         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
37
38 #ifdef SVQC
39 RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
40 .float rifle_accumulator;
41 #endif
42 #else
43 #ifdef SVQC
44 void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); }
45 void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); }
46 void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); }
47
48 void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, float deathtype, float pTracer, float pShots, string pSound)
49 {
50         float i;
51
52         W_DecreaseAmmo(pAmmo);
53
54         W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
55
56         pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
57
58         if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
59         {
60                 w_shotdir = v_forward;
61                 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
62         }
63
64         for(i = 0; i < pShots; ++i)
65                 fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
66
67         if (autocvar_g_casings >= 2)
68                 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);
69 }
70
71 void W_Rifle_Attack()
72 {
73         W_Rifle_FireBullet(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, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav");
74 }
75
76 void W_Rifle_Attack2()
77 {
78         W_Rifle_FireBullet(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 | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav");
79 }
80
81 .void(void) rifle_bullethail_attackfunc;
82 .float rifle_bullethail_frame;
83 .float rifle_bullethail_animtime;
84 .float rifle_bullethail_refire;
85 void W_Rifle_BulletHail_Continue()
86 {
87         float r, sw, af;
88
89         sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
90         af = ATTACK_FINISHED(self);
91         self.switchweapon = self.weapon;
92         ATTACK_FINISHED(self) = time;
93         print(ftos(self.AMMO_VAL(WEP_RIFLE)), "\n");
94         r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
95         if(self.switchweapon == self.weapon)
96                 self.switchweapon = sw;
97         if(r)
98         {
99                 self.rifle_bullethail_attackfunc();
100                 weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
101                 print("thinkf set\n");
102         }
103         else
104         {
105                 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
106                 print("out of ammo... ", ftos(self.weaponentity.state), "\n");
107         }
108 }
109
110 void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
111 {
112         // if we get here, we have at least one bullet to fire
113         AttackFunc();
114         if(mode)
115         {
116                 // continue hail
117                 self.rifle_bullethail_attackfunc = AttackFunc;
118                 self.rifle_bullethail_frame = fr;
119                 self.rifle_bullethail_animtime = animtime;
120                 self.rifle_bullethail_refire = refire;
121                 weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
122         }
123         else
124         {
125                 // just one shot
126                 weapon_thinkf(fr, animtime, w_ready);
127         }
128 }
129
130 .float bot_secondary_riflemooth;
131 float W_Rifle(float req)
132 {
133         float ammo_amount;
134         
135         switch(req)
136         {
137                 case WR_AIM:
138                 {
139                         self.BUTTON_ATCK=FALSE;
140                         self.BUTTON_ATCK2=FALSE;
141                         if(vlen(self.origin-self.enemy.origin) > 1000)
142                                 self.bot_secondary_riflemooth = 0;
143                         if(self.bot_secondary_riflemooth == 0)
144                         {
145                                 if(bot_aim(1000000, 0, 0.001, FALSE))
146                                 {
147                                         self.BUTTON_ATCK = TRUE;
148                                         if(random() < 0.01) self.bot_secondary_riflemooth = 1;
149                                 }
150                         }
151                         else
152                         {
153                                 if(bot_aim(1000000, 0, 0.001, FALSE))
154                                 {
155                                         self.BUTTON_ATCK2 = TRUE;
156                                         if(random() < 0.03) self.bot_secondary_riflemooth = 0;
157                                 }
158                         }
159                         
160                         return TRUE;
161                 }
162                 case WR_THINK:
163                 {
164                         if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
165                                 WEP_ACTION(self.weapon, WR_RELOAD);
166                         else
167                         {
168                                 self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
169                                 if (self.BUTTON_ATCK)
170                                 if (weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
171                                 if (time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
172                                 {
173                                         weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
174                                         W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
175                                         self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
176                                 }
177                                 if (self.BUTTON_ATCK2)
178                                 {
179                                         if (WEP_CVAR(rifle, secondary))
180                                         {
181                                                 if(WEP_CVAR_SEC(rifle, reload))
182                                                         WEP_ACTION(self.weapon, WR_RELOAD);
183                                                 else
184                                                 {
185                                                         if (weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
186                                                         if (time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
187                                                         {
188                                                                 weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
189                                                                 W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
190                                                                 self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
191                                                         }
192                                                 }
193                                         }
194                                 }
195                         }
196                         
197                         return TRUE;
198                 }
199                 case WR_INIT:
200                 {
201                         precache_model ("models/weapons/g_campingrifle.md3");
202                         precache_model ("models/weapons/v_campingrifle.md3");
203                         precache_model ("models/weapons/h_campingrifle.iqm");
204                         precache_sound ("weapons/campingrifle_fire.wav");
205                         precache_sound ("weapons/campingrifle_fire2.wav");
206                         RIFLE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
207                         return TRUE;
208                 }
209                 case WR_CHECKAMMO1:
210                 {
211                         ammo_amount = self.AMMO_VAL(WEP_RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
212                         ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_PRI(rifle, ammo);
213                         return ammo_amount;
214                 }
215                 case WR_CHECKAMMO2:
216                 {
217                         ammo_amount = self.AMMO_VAL(WEP_RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
218                         ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_SEC(rifle, ammo);
219                         return ammo_amount;
220                 }
221                 case WR_CONFIG:
222                 {
223                         RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
224                         return TRUE;
225                 }
226                 case WR_RESETPLAYER:
227                 {
228                         self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
229                         return TRUE;
230                 }
231                 case WR_RELOAD:
232                 {
233                         W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), "weapons/reload.wav");
234                         return TRUE;
235                 }
236                 case WR_SUICIDEMESSAGE:
237                 {
238                         return WEAPON_THINKING_WITH_PORTALS;
239                 }
240                 case WR_KILLMESSAGE:
241                 {
242                         if(w_deathtype & HITTYPE_SECONDARY)
243                         {
244                                 if(w_deathtype & HITTYPE_BOUNCE)
245                                         return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
246                                 else
247                                         return WEAPON_RIFLE_MURDER_HAIL;
248                         }
249                         else
250                         {
251                                 if(w_deathtype & HITTYPE_BOUNCE)
252                                         return WEAPON_RIFLE_MURDER_PIERCING;
253                                 else
254                                         return WEAPON_RIFLE_MURDER;
255                         }
256                 }
257         }
258         return TRUE;
259 }
260 #endif
261 #ifdef CSQC
262 float W_Rifle(float req)
263 {
264         switch(req)
265         {
266                 case WR_IMPACTEFFECT:
267                 {
268                         vector org2;
269                         org2 = w_org + w_backoff * 2;
270                         pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
271                         if(!w_issilent)
272                         {
273                                 if(w_random < 0.2)
274                                         sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
275                                 else if(w_random < 0.4)
276                                         sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
277                                 else if(w_random < 0.5)
278                                         sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
279                         }
280                         
281                         return TRUE;
282                 }
283                 case WR_INIT:
284                 {
285                         precache_sound("weapons/ric1.wav");
286                         precache_sound("weapons/ric2.wav");
287                         precache_sound("weapons/ric3.wav");
288                         return TRUE;
289                 }
290         }
291
292         return TRUE;
293 }
294 #endif
295 #endif