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Push down spawning logic from spawnfuncs to dedicated spawning functions
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
1 #include "shotgun.qh"
2
3 #ifdef SVQC
4
5 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
6 {
7         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
8
9         W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
10         for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
11                 fireBullet(actor, weaponentity, 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.m_id, 0);
12
13         Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
14
15         // casing code
16         if(autocvar_g_casings >= 1)
17         {
18                 makevectors(actor.v_angle); // for some reason, this is lost
19                 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
20                         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, actor, weaponentity);
21         }
22
23         // muzzle flash for 1st person view
24         entity flash = spawn();
25         setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
26         setthink(flash, SUB_Remove);
27         flash.nextthink = time + 0.06;
28         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
29         W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
30 }
31
32 .float swing_prev;
33 .entity swing_alreadyhit;
34 void W_Shotgun_Melee_Think(entity this)
35 {
36         // declarations
37         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
38         entity target_victim;
39         vector targpos;
40
41         if(!this.cnt) // set start time of melee
42         {
43                 this.cnt = time;
44                 W_PlayStrengthSound(this.realowner);
45         }
46
47         makevectors(this.realowner.v_angle); // update values for v_* vectors
48
49         // calculate swing percentage based on time
50         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
51         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
52         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
53
54         // check to see if we can still continue, otherwise give up now
55         if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
56         {
57                 delete(this);
58                 return;
59         }
60
61         // if okay, perform the traces needed for this frame
62         for(i=this.swing_prev; i < f; ++i)
63         {
64                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
65
66                 targpos = (this.realowner.origin + this.realowner.view_ofs
67                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
68                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
69                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
70
71                 WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
72
73                 // draw lightning beams for debugging
74                 //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
75                 //te_customflash(targpos, 40,  2, '1 1 1');
76
77                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
78
79                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
80                         && (trace_ent.takedamage == DAMAGE_AIM)
81                         && (trace_ent != this.swing_alreadyhit)
82                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
83                 {
84                         target_victim = trace_ent; // so it persists through other calls
85
86                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
87                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
88                         else
89                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
90
91                         //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
92
93                         Damage(target_victim, this.realowner, this.realowner,
94                                 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
95                                 this.realowner.origin + this.realowner.view_ofs,
96                                 v_forward * WEP_CVAR_SEC(shotgun, force));
97
98                         if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
99
100                         // draw large red flash for debugging
101                         //te_customflash(targpos, 200, 2, '15 0 0');
102
103                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
104                         {
105                                 this.swing_alreadyhit = target_victim;
106                                 continue; // move along to next trace
107                         }
108                         else
109                         {
110                                 delete(this);
111                                 return;
112                         }
113                 }
114         }
115
116         if(time >= this.cnt + meleetime)
117         {
118                 // melee is finished
119                 delete(this);
120                 return;
121         }
122         else
123         {
124                 // set up next frame
125                 this.swing_prev = i;
126                 this.nextthink = time;
127         }
128 }
129
130 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
131 {
132         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
133         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
134
135         entity meleetemp = new_pure(meleetemp);
136         meleetemp.realowner = actor;
137         setthink(meleetemp, W_Shotgun_Melee_Think);
138         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
139         W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
140 }
141
142 // alternate secondary weapon frames
143 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
144 {
145         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
146         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
147         {
148                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
149                 w_ready(thiswep, actor, weaponentity, fire);
150                 return;
151         }
152
153         sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
154         W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
155         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
156 }
157 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
158 {
159         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
160         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
161         {
162                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
163                 w_ready(thiswep, actor, weaponentity, fire);
164                 return;
165         }
166
167         W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false);
168         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
169 }
170
171 .float shotgun_primarytime;
172
173 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
174 {
175     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
176         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
177     else
178         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
179 }
180 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
181 {
182     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
183     {
184         // don't force reload an empty shotgun if its melee attack is active
185         if(WEP_CVAR(shotgun, secondary) < 2) {
186             thiswep.wr_reload(thiswep, actor, weaponentity);
187         }
188     }
189     else
190     {
191         if(fire & 1)
192         {
193             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
194             {
195                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
196                 {
197                     W_Shotgun_Attack(thiswep, actor, weaponentity, true);
198                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
199                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
200                 }
201             }
202         }
203         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
204         {
205             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
206             {
207                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
208                 {
209                     W_Shotgun_Attack(thiswep, actor, weaponentity, false);
210                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
211                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
212                 }
213             }
214         }
215     }
216     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
217     if(WEP_CVAR(shotgun, secondary) == 1)
218     if(((fire & 1) && GetResourceAmount(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
219     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
220     {
221         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
222         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
223     }
224 }
225 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
226 {
227     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
228     ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
229     return ammo_amount;
230 }
231 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
232 {
233     if(IS_BOT_CLIENT(actor))
234     if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
235         return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
236     switch(WEP_CVAR(shotgun, secondary))
237     {
238         case 1: return true; // melee does not use ammo
239         case 2: // secondary triple shot
240         {
241             float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
242             ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
243             return ammo_amount;
244         }
245         default: return false; // secondary unavailable
246     }
247 }
248 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
249 {
250     W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
251 }
252 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
253 {
254     return WEAPON_THINKING_WITH_PORTALS;
255 }
256 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
257 {
258     if(w_deathtype & HITTYPE_SECONDARY)
259         return WEAPON_SHOTGUN_MURDER_SLAP;
260     else
261         return WEAPON_SHOTGUN_MURDER;
262 }
263
264 #endif
265 #ifdef CSQC
266 .float prevric;
267
268 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
269 {
270     vector org2 = w_org + w_backoff * 2;
271     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
272     if(!w_issilent && time - actor.prevric > 0.25)
273     {
274         if(w_random < 0.05)
275             sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
276         actor.prevric = time;
277     }
278 }
279
280 #endif