]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_seeker.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_seeker.qc
index eb64dddd802875bbbdcc2b98d76025e55a0b02d7..9e02e2eca0895d117c8092c27137b8c0b4f329cd 100644 (file)
@@ -1,10 +1,65 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", "T.A.G. Seeker");
+REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
 #else
 #ifdef SVQC
 //.float proxytime; = autoswitch
 //.float tl; = wait
 
+// weapon load persistence, for weapons that support reloading
+.float seeker_load;
+
+void W_Seeker_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_seeker_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.seeker_load;
+               self.clip_size = autocvar_g_balance_seeker_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Seeker_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_seeker_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_rockets -= 1;
+       }
+       self.seeker_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_seeker_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Seeker_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_seeker_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_seeker_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_seeker_reload_time, W_Seeker_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void Seeker_Missile_Explode ()
 {
        self.event_damage = SUB_Null;
@@ -158,8 +213,17 @@ void Seeker_Fire_Missile(vector f_diff)
 {
        local entity missile;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_missile_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_seeker_missile_ammo;
+                       self.seeker_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_seeker_missile_ammo;
+       }
 
        makevectors(self.v_angle);
        W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
@@ -294,8 +358,17 @@ void Seeker_Tag_Touch()
 void Seeker_Fire_Tag()
 {
        local entity missile;
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_tag_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_seeker_tag_ammo;
+                       self.seeker_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_seeker_tag_ammo;
+       }
 
        W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
 
@@ -353,8 +426,17 @@ void Seeker_Fire_Flac()
        vector f_diff;
        float c;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_flac_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_seeker_flac_ammo;
+                       self.seeker_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_seeker_flac_ammo;
+       }
 
        c = mod(self.bulletcounter, 4);
        switch(c)
@@ -413,25 +495,33 @@ void spawnfunc_weapon_seeker (void)
 
 float w_seeker(float req)
 {
+       float ammo_amount;
+
        if (req == WR_AIM)
                self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE);
 
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
+                       W_Seeker_Reload();
+
+               else if (self.BUTTON_ATCK)
+               {
                        if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
                        {
                                Seeker_Fire_Tag();
                                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
                        }
+               }
 
-               if (self.BUTTON_ATCK2)
+               else if (self.BUTTON_ATCK2)
+               {
                        if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire))
                        {
                                Seeker_Fire_Flac();
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
                        }
-
+               }
        }
        else if (req == WR_PRECACHE)
        {
@@ -441,13 +531,34 @@ float w_seeker(float req)
                precache_sound ("weapons/tag_fire.wav");
                precache_sound ("weapons/flac_fire.wav");
                precache_sound ("weapons/seeker_fire.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_SEEKER);
+               W_Seeker_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo;
+       {
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_missile_ammo;
+               ammo_amount += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= autocvar_g_balance_seeker_missile_ammo);
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo;
+       {
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_flac_ammo;
+               ammo_amount += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= autocvar_g_balance_seeker_flac_ammo);
+               return ammo_amount;
+       }
+       else if (req == WR_RESETPLAYER)
+       {
+               // all weapons must be fully loaded when we spawn
+               self.seeker_load = autocvar_g_balance_seeker_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Seeker_Reload();
+       }
        return TRUE;
 };
 #endif
@@ -520,13 +631,13 @@ float w_seeker(float req)
                precache_sound("weapons/tag_impact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s played with tiny rockets";
+               w_deathtypestring = _("%s played with tiny rockets");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s ran into %s's flac";
+                       w_deathtypestring = _("%s ran into %s's flac");
                else
-                       w_deathtypestring = "%s was tagged by %s";
+                       w_deathtypestring = _("%s was tagged by %s");
        }
        return TRUE;
 }