]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_fireball.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_fireball.qc
index 73ff1595a79752e395cbd8b3e9c8737b3d58fea0..686a727cf7e97512087c21cc640e7edb10ea2dae 100644 (file)
@@ -6,6 +6,65 @@ REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RA
 .vector fireball_impactvec;
 .float fireball_primarytime;
 
+// weapon load persistence, for weapons that support reloading
+.float fireball_load;
+
+void W_Fireball_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_fireball_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.fireball_load;
+               self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Fireball_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_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_fuel -= 1;
+
+               // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
+               if(self.ammo_fuel < 1)
+                       self.ammo_fuel = 0;
+       }
+       self.fireball_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Fireball_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_fireball_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_Fireball_Explode (void)
 {
        entity e;
@@ -194,8 +253,17 @@ void W_Fireball_Attack1_Frame1()
 
 void W_Fireball_Attack1_Frame0()
 {
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_primary_ammo;
+       {
+               if(autocvar_g_balance_fireball_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_fireball_primary_ammo;
+                       self.fireball_load = self.clip_load;
+               }
+               else
+                       self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo;
+       }
 
        W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
        sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
@@ -246,8 +314,17 @@ void W_Fireball_Attack2()
        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_fuel = self.ammo_fuel - autocvar_g_balance_fireball_secondary_ammo;
+       {
+               if(autocvar_g_balance_fireball_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_fireball_secondary_ammo;
+                       self.fireball_load = self.clip_load;
+               }
+               else
+                       self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo;
+       }
 
        c = mod(self.bulletcounter, 4);
        switch(c)
@@ -304,6 +381,7 @@ void spawnfunc_weapon_fireball (void)
 
 float w_fireball(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK = FALSE;
@@ -327,18 +405,24 @@ float w_fireball(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (time >= self.fireball_primarytime)
-               if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+               if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
+                       W_Fireball_Reload();
+               else if (self.BUTTON_ATCK)
                {
-                       W_Fireball_Attack1_Frame0();
-                       self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+                       if (time >= self.fireball_primarytime)
+                       if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+                       {
+                               W_Fireball_Attack1_Frame0();
+                               self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+                       }
                }
-               if (self.BUTTON_ATCK2)
-               if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
+               else if (self.BUTTON_ATCK2)
                {
-                       W_Fireball_Attack2();
-                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
+                       if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
+                       {
+                               W_Fireball_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
+                       }
                }
        }
        else if (req == WR_PRECACHE)
@@ -350,16 +434,35 @@ float w_fireball(float req)
                precache_sound ("weapons/fireball_fire.wav");
                precache_sound ("weapons/fireball_fire2.wav");
                precache_sound ("weapons/fireball_prefire2.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_FIREBALL);
+               W_Fireball_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+       {
+               ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+               ammo_amount += (autocvar_g_balance_fireball_reload_ammo && self.fireball_load >= autocvar_g_balance_fireball_primary_ammo);
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+       {
+               ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+               ammo_amount += (autocvar_g_balance_fireball_reload_ammo && self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo);
+               return ammo_amount;
+       }
        else if (req == WR_RESETPLAYER)
        {
                self.fireball_primarytime = time;
+
+               // all weapons must be fully loaded when we spawn
+               self.fireball_load = autocvar_g_balance_fireball_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Fireball_Reload();
        }
        return TRUE;
 };