]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_fireball.qc
Merge remote branch 'origin/master' into fruitiex/animations
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_fireball.qc
index 91c104fba9e5885133925594cdaaf67d4134703d..bbb74204c68b9fbdbb0fa5e4637404bb128bb31b 100644 (file)
@@ -1,69 +1,11 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
+REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
 #else
 #ifdef SVQC
 .float bot_primary_fireballmooth; // whatever a mooth is
 .vector fireball_impactvec;
 .float fireball_primarytime;
 
-.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;
@@ -76,7 +18,7 @@ void W_Fireball_Explode (void)
        self.takedamage = DAMAGE_NO;
 
        // 1. dist damage
-       d = (self.owner.health + self.owner.armorvalue);
+       d = (self.realowner.health + self.realowner.armorvalue);
        RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
        if(self.realowner.health + self.realowner.armorvalue >= d)
        if(!self.cnt)
@@ -86,7 +28,7 @@ void W_Fireball_Explode (void)
                // 2. bfg effect
                // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
                for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
-               if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
+               if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
                {
                        // can we see fireball?
                        traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
@@ -131,7 +73,7 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage,
 
        RandomSelection_Init();
        for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
-       if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
+       if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
        {
                p = e.origin;
                p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
@@ -185,7 +127,7 @@ void W_Fireball_Attack1()
 {
        local entity proj;
 
-       W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
+       W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
 
        pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -252,20 +194,10 @@ 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)
-       {
-               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_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
 
        W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
-       sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
 }
 
@@ -313,17 +245,7 @@ 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)
-       {
-               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;
-       }
+       W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo);
 
        c = mod(self.bulletcounter, 4);
        switch(c)
@@ -342,7 +264,7 @@ void W_Fireball_Attack2()
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, autocvar_g_balance_fireball_secondary_damage);
+       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, autocvar_g_balance_fireball_secondary_damage);
        traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
        w_shotorg = trace_endpos;
 
@@ -380,6 +302,7 @@ void spawnfunc_weapon_fireball (void)
 
 float w_fireball(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK = FALSE;
@@ -404,7 +327,7 @@ float w_fireball(float req)
        else if (req == WR_THINK)
        {
                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();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (time >= self.fireball_primarytime)
@@ -422,17 +345,6 @@ float w_fireball(float req)
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_Fireball_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -443,25 +355,24 @@ 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"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_FIREBALL);
-               W_Fireball_SetAmmoCounter();
+               self.current_ammo = ammo_fuel;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_fireball_reload_ammo)
-                       return self.fireball_load >= autocvar_g_balance_fireball_primary_ammo;
-               else
-                       return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+               ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_primary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
-               if(autocvar_g_balance_fireball_reload_ammo)
-                       return self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo;
-               else
-                       return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+               ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_secondary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_RESETPLAYER)
        {
@@ -469,7 +380,11 @@ float w_fireball(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_Fireball_Reload();
+               // 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;
+
+               W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -489,7 +404,7 @@ float w_fireball(float req)
                        org2 = w_org + w_backoff * 16;
                        pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
                        if(!w_issilent)
-                               sound(self, CHAN_PROJECTILE, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
+                               sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
                }
        }
        else if(req == WR_PRECACHE)
@@ -499,32 +414,32 @@ float w_fireball(float req)
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s forgot about some firemine";
+                       w_deathtypestring = _("%s forgot about some firemine");
                else
-                       w_deathtypestring = "%s should have used a smaller gun";
+                       w_deathtypestring = _("%s should have used a smaller gun");
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
                {
                        if(w_deathtype & HITTYPE_HEADSHOT)
-                               w_deathtypestring = "%s tried to catch %s's firemine";
+                               w_deathtypestring = _("%s tried to catch %s's firemine");
                        else
-                               w_deathtypestring = "%s fatefully ignored %s's firemine";
+                               w_deathtypestring = _("%s fatefully ignored %s's firemine");
                }
                else
                {
                        if(w_deathtype & HITTYPE_BOUNCE)
                        {
                                if(w_deathtype & HITTYPE_SPLASH) // BFG effect
-                                       w_deathtypestring = "%s could not hide from %s's fireball";
+                                       w_deathtypestring = _("%s could not hide from %s's fireball");
                                else // laser
-                                       w_deathtypestring = "%s saw the pretty lights of %s's fireball";
+                                       w_deathtypestring = _("%s saw the pretty lights of %s's fireball");
                        }
                        else if(w_deathtype & HITTYPE_SPLASH)
-                               w_deathtypestring = "%s got too close to %s's fireball";
+                               w_deathtypestring = _("%s got too close to %s's fireball");
                        else
-                               w_deathtypestring = "%s tasted %s's fireball";
+                               w_deathtypestring = _("%s tasted %s's fireball");
                }
        }
        return TRUE;