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Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[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, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
6 {
7         W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
8
9         W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id);
10         for(int sc = 0;sc < bullets;sc = sc + 1)
11                 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
12
13
14         Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
15
16         // casing code
17         if(autocvar_g_casings >= 1)
18         {
19                 makevectors(actor.v_angle); // for some reason, this is lost
20                 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
21                         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);
22         }
23
24         // muzzle flash for 1st person view
25         entity flash = spawn();
26         setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
27         setthink(flash, SUB_Remove);
28         flash.nextthink = time + 0.06;
29         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
30         W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
31 }
32
33 .float swing_prev;
34 .entity swing_alreadyhit;
35 void W_Shotgun_Melee_Think(entity this)
36 {
37         // declarations
38         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
39         entity target_victim;
40         vector targpos;
41
42         if(!this.cnt) // set start time of melee
43         {
44                 this.cnt = time;
45                 W_PlayStrengthSound(this.realowner);
46         }
47
48         makevectors(this.realowner.v_angle); // update values for v_* vectors
49
50         // calculate swing percentage based on time
51         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
52         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
53         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
54
55         // check to see if we can still continue, otherwise give up now
56         if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
57         {
58                 delete(this);
59                 return;
60         }
61
62         // if okay, perform the traces needed for this frame
63         for(i=this.swing_prev; i < f; ++i)
64         {
65                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
66
67                 targpos = (this.realowner.origin + this.realowner.view_ofs
68                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
69                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
70                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
71
72                 WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
73
74                 // draw lightning beams for debugging
75                 //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
76                 //te_customflash(targpos, 40,  2, '1 1 1');
77
78                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
79
80                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
81                         && (trace_ent.takedamage == DAMAGE_AIM)
82                         && (trace_ent != this.swing_alreadyhit)
83                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
84                 {
85                         target_victim = trace_ent; // so it persists through other calls
86
87                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
88                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
89                         else
90                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
91
92                         //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
93
94                         Damage(target_victim, this.realowner, this.realowner,
95                                 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
96                                 this.realowner.origin + this.realowner.view_ofs,
97                                 v_forward * WEP_CVAR_SEC(shotgun, force));
98
99                         if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
100
101                         // draw large red flash for debugging
102                         //te_customflash(targpos, 200, 2, '15 0 0');
103
104                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
105                         {
106                                 this.swing_alreadyhit = target_victim;
107                                 continue; // move along to next trace
108                         }
109                         else
110                         {
111                                 delete(this);
112                                 return;
113                         }
114                 }
115         }
116
117         if(time >= this.cnt + meleetime)
118         {
119                 // melee is finished
120                 delete(this);
121                 return;
122         }
123         else
124         {
125                 // set up next frame
126                 this.swing_prev = i;
127                 this.nextthink = time;
128         }
129 }
130
131 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
132 {
133         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
134         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
135
136         entity meleetemp = new_pure(meleetemp);
137         meleetemp.realowner = actor;
138         setthink(meleetemp, W_Shotgun_Melee_Think);
139         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
140         meleetemp.weaponentity_fld = weaponentity;
141         W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY);
142 }
143
144 // alternate secondary weapon frames
145 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
146 {
147         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
148         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
149         {
150                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
151                 w_ready(thiswep, actor, weaponentity, fire);
152                 return;
153         }
154
155         sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
156         W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true,
157                 WEP_CVAR_PRI(shotgun, ammo),
158                 WEP_CVAR_PRI(shotgun, damage),
159                 WEP_CVAR_PRI(shotgun, bullets),
160                 WEP_CVAR_PRI(shotgun, spread),
161                 WEP_CVAR_PRI(shotgun, solidpenetration),
162                 WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound
163         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
164 }
165 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
166 {
167         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
168         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
169         {
170                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
171                 w_ready(thiswep, actor, weaponentity, fire);
172                 return;
173         }
174
175         W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false,
176                 WEP_CVAR_PRI(shotgun, ammo),
177                 WEP_CVAR_PRI(shotgun, damage),
178                 WEP_CVAR_PRI(shotgun, bullets),
179                 WEP_CVAR_PRI(shotgun, spread),
180                 WEP_CVAR_PRI(shotgun, solidpenetration),
181                 WEP_CVAR_PRI(shotgun, force));
182         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
183 }
184
185 .float shotgun_primarytime;
186
187 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
188 {
189     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
190         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
191     else
192         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
193 }
194
195 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
196 {
197     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
198     {
199         // don't force reload an empty shotgun if its melee attack is active
200         if(WEP_CVAR(shotgun, secondary) < 2) {
201             thiswep.wr_reload(thiswep, actor, weaponentity);
202         }
203     }
204     else
205     {
206         if(fire & 1)
207         {
208             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
209             {
210                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
211                 {
212                     W_Shotgun_Attack(thiswep, actor, weaponentity, true,
213                                                 WEP_CVAR_PRI(shotgun, ammo),
214                                                 WEP_CVAR_PRI(shotgun, damage),
215                                                 WEP_CVAR_PRI(shotgun, bullets),
216                                                 WEP_CVAR_PRI(shotgun, spread),
217                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
218                                                 WEP_CVAR_PRI(shotgun, force));
219                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
220                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
221                 }
222             }
223         }
224         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
225         {
226             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
227             {
228                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
229                 {
230                     W_Shotgun_Attack(thiswep, actor, weaponentity, false,
231                                                 WEP_CVAR_PRI(shotgun, ammo),
232                                                 WEP_CVAR_PRI(shotgun, damage),
233                                                 WEP_CVAR_PRI(shotgun, bullets),
234                                                 WEP_CVAR_PRI(shotgun, spread),
235                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
236                                                 WEP_CVAR_PRI(shotgun, force));
237                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
238                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
239                 }
240             }
241         }
242     }
243     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
244     if(WEP_CVAR(shotgun, secondary) == 1)
245     if(((fire & 1) && GetResourceAmount(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
246     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
247     {
248         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
249         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
250     }
251 }
252 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
253 {
254     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
255     ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
256     return ammo_amount;
257 }
258 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
259 {
260     if(IS_BOT_CLIENT(actor))
261     if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
262         return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
263     switch(WEP_CVAR(shotgun, secondary))
264     {
265         case 1: return true; // melee does not use ammo
266         case 2: // secondary triple shot
267         {
268             float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
269             ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
270             return ammo_amount;
271         }
272         default: return false; // secondary unavailable
273     }
274 }
275 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
276 {
277     W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
278 }
279 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
280 {
281     return WEAPON_THINKING_WITH_PORTALS;
282 }
283 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
284 {
285     if(w_deathtype & HITTYPE_SECONDARY)
286         return WEAPON_SHOTGUN_MURDER_SLAP;
287     else
288         return WEAPON_SHOTGUN_MURDER;
289 }
290
291 #endif
292 #ifdef CSQC
293 .float prevric;
294
295 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
296 {
297     vector org2 = w_org + w_backoff * 2;
298     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
299     if(!w_issilent && time - actor.prevric > 0.25)
300     {
301         if(w_random < 0.05)
302             sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
303         actor.prevric = time;
304     }
305 }
306
307 #endif