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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
1 #include "rifle.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(Rifle, Weapon)
4 /* ammotype  */ ATTRIB(Rifle, ammo_field, .int, ammo_nails);
5 /* impulse   */ ATTRIB(Rifle, impulse, int, 7);
6 /* flags     */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating    */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
8 /* color     */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
9 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
14 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
15 /* reticle   */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex");
16 /* wepimg    */ ATTRIB(Rifle, model2, string, "weaponrifle");
17 /* refname   */ ATTRIB(Rifle, netname, string, "rifle");
18 /* wepname   */ ATTRIB(Rifle, m_name, string, _("Rifle"));
19
20 #define X(BEGIN, P, END, class, prefix) \
21         BEGIN(class) \
22                 P(class, prefix, ammo, float, BOTH) \
23                 P(class, prefix, animtime, float, BOTH) \
24                 P(class, prefix, bullethail, float, BOTH) \
25                 P(class, prefix, burstcost, float, BOTH) \
26                 P(class, prefix, bursttime, float, NONE) \
27                 P(class, prefix, damage, float, BOTH) \
28                 P(class, prefix, force, float, BOTH) \
29                 P(class, prefix, refire, float, BOTH) \
30                 P(class, prefix, reload, float, SEC) \
31                 P(class, prefix, reload_ammo, float, NONE) \
32         P(class, prefix, reload_time, float, NONE) \
33                 P(class, prefix, secondary, float, NONE) \
34                 P(class, prefix, shots, float, BOTH) \
35                 P(class, prefix, solidpenetration, float, BOTH) \
36                 P(class, prefix, spread, float, BOTH) \
37         P(class, prefix, switchdelay_drop, float, NONE) \
38         P(class, prefix, switchdelay_raise, float, NONE) \
39                 P(class, prefix, tracer, float, BOTH) \
40         P(class, prefix, weaponreplace, string, NONE) \
41         P(class, prefix, weaponstartoverride, float, NONE) \
42         P(class, prefix, weaponstart, float, NONE) \
43         P(class, prefix, weaponthrowable, float, NONE) \
44         END()
45     W_PROPS(X, Rifle, rifle)
46 #undef X
47 ENDCLASS(Rifle)
48 REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
49
50
51 #ifdef SVQC
52 .float rifle_accumulator;
53 #endif
54 #endif
55 #ifdef IMPLEMENTATION
56 #ifdef SVQC
57 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
58 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
59 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
60
61 void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
62 {
63         float i;
64
65         W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
66
67         W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
68
69         Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
70
71         if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
72         {
73                 w_shotdir = v_forward;
74                 w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
75         }
76
77         for(i = 0; i < pShots; ++i)
78                 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
79
80         if(autocvar_g_casings >= 2)
81     {
82         makevectors(actor.v_angle); // for some reason, this is lost
83                 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, actor, weaponentity);
84     }
85 }
86
87 void W_Rifle_Attack(entity actor, .entity weaponentity)
88 {
89         W_Rifle_FireBullet(WEP_RIFLE, weaponentity, 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, actor);
90 }
91
92 void W_Rifle_Attack2(entity actor, .entity weaponentity)
93 {
94         W_Rifle_FireBullet(WEP_RIFLE, weaponentity, 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, actor);
95 }
96
97 .void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
98 .WFRAME rifle_bullethail_frame;
99 .float rifle_bullethail_animtime;
100 .float rifle_bullethail_refire;
101 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
102 {
103         float r, af;
104
105         Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
106         int slot = weaponslot(weaponentity);
107         af = ATTACK_FINISHED(actor, slot);
108         actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
109         ATTACK_FINISHED(actor, slot) = time;
110         r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
111         if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
112                 actor.(weaponentity).m_switchweapon = sw;
113         if(r)
114         {
115                 actor.rifle_bullethail_attackfunc(actor, weaponentity);
116                 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
117         }
118         else
119         {
120                 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
121         }
122 }
123
124 void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
125 {
126         // if we get here, we have at least one bullet to fire
127         AttackFunc(actor, weaponentity);
128         if(mode)
129         {
130                 // continue hail
131                 actor.rifle_bullethail_attackfunc = AttackFunc;
132                 actor.rifle_bullethail_frame = fr;
133                 actor.rifle_bullethail_animtime = animtime;
134                 actor.rifle_bullethail_refire = refire;
135                 weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
136         }
137         else
138         {
139                 // just one shot
140                 weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
141         }
142 }
143
144 .float bot_secondary_riflemooth;
145
146 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
147 {
148     PHYS_INPUT_BUTTON_ATCK(actor) = false;
149     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
150     if(vdist(actor.origin - actor.enemy.origin, >, 1000))
151         actor.bot_secondary_riflemooth = 0;
152     if(actor.bot_secondary_riflemooth == 0)
153     {
154         if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
155         {
156             PHYS_INPUT_BUTTON_ATCK(actor) = true;
157             if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
158         }
159     }
160     else
161     {
162         if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
163         {
164             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
165             if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
166         }
167     }
168 }
169 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
170 {
171     if(autocvar_g_balance_rifle_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
172         thiswep.wr_reload(thiswep, actor, weaponentity);
173     } else
174     {
175         actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
176         if(fire & 1)
177         if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
178         if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
179         {
180             weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
181             W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
182             actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
183         }
184         if(fire & 2)
185         {
186             if(WEP_CVAR(rifle, secondary))
187             {
188                 if(WEP_CVAR_SEC(rifle, reload)) {
189                     thiswep.wr_reload(thiswep, actor, weaponentity);
190                 } else
191                 {
192                     if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
193                     if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
194                     {
195                         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
196                         W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
197                         actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
198                     }
199                 }
200             }
201         }
202     }
203 }
204 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
205 {
206     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
207     ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
208     return ammo_amount;
209 }
210 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
211 {
212     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
213     ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
214     return ammo_amount;
215 }
216 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
217 {
218     actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
219 }
220 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
221 {
222     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
223 }
224 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
225 {
226     return WEAPON_THINKING_WITH_PORTALS;
227 }
228 METHOD(Rifle, wr_killmessage, Notification(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 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
246 {
247     return PHYS_INPUT_BUTTON_ATCK2(actor) && WEP_CVAR(rifle, secondary) == 0;
248 }
249
250 #endif
251 #ifdef CSQC
252
253 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
254 {
255     vector org2;
256     org2 = w_org + w_backoff * 2;
257     pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
258     if(!w_issilent)
259     {
260         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
261     }
262 }
263 METHOD(Rifle, wr_init, void(entity thiswep))
264 {
265     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
266     {
267         precache_pic("gfx/reticle_nex");
268     }
269 }
270 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
271 {
272     if(button_zoom || zoomscript_caught)
273     {
274         return true;
275     }
276     else
277     {
278         // no weapon specific image for this weapon
279         return false;
280     }
281 }
282
283 #endif
284 #endif