]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minstanex.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minstanex.qc
index 89f209937a83f0cd58f6d335489761e89bdb41f2..721fbe42e4c95d264c40a5bab4cee08b4ed37de7 100644 (file)
@@ -4,6 +4,66 @@ REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_
 #ifdef SVQC
 .float minstanex_lasthit;
 
+// weapon load persistence, for weapons that support reloading
+.float minstanex_load;
+
+void W_Minstanex_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_minstanex_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.minstanex_load;
+               self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Minstanex_ReloadedAndReady()
+{
+       float t;
+
+       // now do the ammo transfer
+       self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+       while(self.clip_load < autocvar_g_balance_minstanex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_cells -= 1;
+       }
+       self.minstanex_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Minstanex_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_minstanex_reload_ammo)
+               return;
+
+       if(autocvar_g_balance_minstanex_laser_ammo)
+       {
+               if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)))
+                       return;
+       }
+       else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_MinstaNex_Attack (void)
 {
        float flying;
@@ -80,12 +140,24 @@ void W_MinstaNex_Attack (void)
        if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
                Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        {
-               if (g_minstagib)
-                       self.ammo_cells = self.ammo_cells - 1;
+               if(autocvar_g_balance_minstanex_reload_ammo)
+               {
+                       if (g_minstagib)
+                               self.clip_load -= - 1;
+                       else
+                               self.clip_load -= autocvar_g_balance_minstanex_ammo;
+                       self.minstanex_load = self.clip_load;
+               }
                else
-                       self.ammo_cells = self.ammo_cells - autocvar_g_balance_minstanex_ammo;
+               {
+                       if (g_minstagib)
+                               self.ammo_cells -= - 1;
+                       else
+                               self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
+               }
        }
 }
 
@@ -171,18 +243,30 @@ void minstagib_ammocheck (void)
 
 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
 
+float minstanex_ammo;
 float w_minstanex(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
-               if(self.ammo_cells>0)
+               if(self.ammo_cells > 0)
                        self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
                else
                        self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(g_minstagib)
+                       minstanex_ammo = 1;
+               else
+                       minstanex_ammo = autocvar_g_balance_minstanex_ammo;
+
+               // if the laser uses load, we also consider its ammo for reloading
+               if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload
+                       W_Minstanex_Reload();
+               else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
+                       W_Minstanex_Reload();
+               else if (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
                        {
@@ -196,6 +280,15 @@ float w_minstanex(float req)
                        {
                                self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
 
+                               // decrease ammo for the laser?
+                               if(autocvar_g_balance_minstanex_laser_ammo)
+                               {
+                                       if(autocvar_g_balance_minstanex_reload_ammo)
+                                               self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
+                                       else
+                                               self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
+                               }
+
                                // ugly minstagib hack to reuse the fire mode of the laser
                                float w;
                                w = self.weapon;
@@ -215,25 +308,39 @@ float w_minstanex(float req)
                precache_sound ("weapons/nexwhoosh1.wav");
                precache_sound ("weapons/nexwhoosh2.wav");
                precache_sound ("weapons/nexwhoosh3.wav");
+               precache_sound ("weapons/reload.wav");
                w_laser(WR_PRECACHE);
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_MINSTANEX);
+               W_Minstanex_SetAmmoCounter();
                self.minstanex_lasthit = 0;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if (g_minstagib)
-                       return self.ammo_cells >= 1;
-               else
-                       return self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
+               ammo_amount += (autocvar_g_balance_minstanex_reload_ammo && self.minstanex_load >= autocvar_g_balance_minstanex_ammo);
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
-               return TRUE;
+       {
+               if(!autocvar_g_balance_minstanex_laser_ammo)
+                       return TRUE;
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
+               ammo_amount += (autocvar_g_balance_minstanex_reload_ammo && self.minstanex_load >= autocvar_g_balance_minstanex_laser_ammo);
+               return ammo_amount;
+       }
        else if (req == WR_RESETPLAYER)
        {
                self.minstanex_lasthit = 0;
+
+               // all weapons must be fully loaded when we spawn
+               self.minstanex_load = autocvar_g_balance_minstanex_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Minstanex_Reload();
        }
        return TRUE;
 };