]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Also update the reload delay when firing, to add a forced pause that was missing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index 1d9e9e698e211b3ac12812cf4ebdb8a987e48c40..d4b47a29e55ff64231e9b8bd8b7f5496db0a138a 100644 (file)
@@ -1,12 +1,16 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", "Hagar");
+REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
 #else
 #ifdef SVQC
 // NO bounce protection, as bounces are limited!
+
+.entity queuenext;
+.entity queueprev;
+
 void W_Hagar_Explode (void)
 {
        self.event_damage = SUB_Null;
-       RadiusDamage (self, self.realowner, cvar("g_balance_hagar_primary_damage"), cvar("g_balance_hagar_primary_edgedamage"), cvar("g_balance_hagar_primary_radius"), world, cvar("g_balance_hagar_primary_force"), self.projectiledeathtype, other);
+       RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
 
        remove (self);
 }
@@ -14,7 +18,7 @@ void W_Hagar_Explode (void)
 void W_Hagar_Explode2 (void)
 {
        self.event_damage = SUB_Null;
-       RadiusDamage (self, self.realowner, cvar("g_balance_hagar_secondary_damage"), cvar("g_balance_hagar_secondary_edgedamage"), cvar("g_balance_hagar_secondary_radius"), world, cvar("g_balance_hagar_secondary_force"), self.projectiledeathtype, other);
+       RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
 
        remove (self);
 }
@@ -44,9 +48,9 @@ void W_Hagar_Attack (void)
 {
        local entity missile;
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_primary_damage"));
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
+
+       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -54,11 +58,11 @@ void W_Hagar_Attack (void)
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
        missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
+       missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
        missile.touch = W_Hagar_Touch;
        missile.use = W_Hagar_Explode;
        missile.think = adaptor_think2use_hittype_splash;
-       missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
+       missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR;
        setorigin (missile, w_shotorg);
@@ -71,16 +75,17 @@ void W_Hagar_Attack (void)
        missile.flags = FL_PROJECTILE;
 
        CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+
+       other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 void W_Hagar_Attack2 (void)
 {
        local entity missile;
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage"));
-       //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
+
+       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -88,12 +93,12 @@ void W_Hagar_Attack2 (void)
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
        missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
+       missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
        missile.touch = W_Hagar_Touch2;
        missile.cnt = 0;
        missile.use = W_Hagar_Explode2;
        missile.think = adaptor_think2use_hittype_splash;
-       missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand");
+       missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
        setorigin (missile, w_shotorg);
@@ -106,6 +111,124 @@ void W_Hagar_Attack2 (void)
        missile.flags = FL_PROJECTILE;
 
        CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
+
+       other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+.float hagarload_refire;
+void W_Hagar_Attack2_Load (void)
+{
+       if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+       {
+               W_SwitchToOtherWeapon(self);
+               return;
+       }
+
+       local entity missile, prevmissile, firstmissile;
+       local float counter, shots, loaded;
+       local float used_ammo, enough_ammo;
+       local vector s;
+       vector forward, right, up;
+
+       loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+
+       // check if we have enough ammo for another rocket
+       used_ammo = autocvar_g_balance_hagar_secondary_ammo;
+       if(autocvar_g_balance_hagar_reload_ammo)
+               enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
+       else
+               enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
+
+       if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
+       {
+               // we can attempt to load another rocket
+               if(self.hagarload_refire < time)
+               {
+                       self.hagar_load += 1;
+                       sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+
+                       self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
+               }
+       }
+       else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_hold)))
+       if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
+       {
+               // time to release the rockets we've loaded
+
+               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
+
+               W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
+               pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+               forward = v_forward;
+               right = v_right;
+               up = v_up;
+
+               shots = self.hagar_load;
+               missile = world;
+               while (counter < shots)
+               {
+                       missile = spawn ();
+                       missile.owner = missile.realowner = self;
+                       missile.classname = "missile";
+                       missile.bot_dodge = TRUE;
+                       missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+
+                       if(shots == 1) {
+                               missile.queuenext = missile;
+                               missile.queueprev = missile;
+                       }
+                       else if(counter == 0) { // first projectile, store in firstmissile for now
+                               firstmissile = missile;
+                       }
+                       else if(counter == shots - 1) { // last projectile, link up with first projectile
+                               prevmissile.queuenext = missile;
+                               firstmissile.queueprev = missile;
+                               missile.queuenext = firstmissile;
+                               missile.queueprev = prevmissile;
+                       }
+                       else { // else link up with previous projectile
+                               prevmissile.queuenext = missile;
+                               missile.queueprev = prevmissile;
+                       }
+                       prevmissile = missile;
+
+                       missile.touch = W_Hagar_Touch; // not bouncy
+                       missile.use = W_Hagar_Explode2;
+                       missile.think = adaptor_think2use_hittype_splash;
+                       missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
+                       PROJECTILE_MAKETRIGGER(missile);
+                       missile.projectiledeathtype = WEP_HAGAR;
+                       setorigin (missile, w_shotorg);
+                       setsize(missile, '0 0 0', '0 0 0');
+                       missile.movetype = MOVETYPE_FLY;
+
+                       s = '0 0 0';
+                       if (counter == 0)
+                               s = '0 0 0';
+                       else
+                       {
+                               makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
+                               s_y = v_forward_x;
+                               s_z = v_forward_y;
+                       }
+                       s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
+                       W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
+
+                       missile.angles = vectoangles (missile.velocity);
+                       missile.flags = FL_PROJECTILE;
+
+                       CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+
+                       other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
+                       counter = counter + 1;
+               }
+
+               weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_hagar_secondary_refire, w_ready);
+               self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
+               self.hagar_load = 0;
+       }
 }
 
 void spawnfunc_weapon_hagar (void)
@@ -115,27 +238,36 @@ void spawnfunc_weapon_hagar (void)
 
 float w_hagar(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
                if (random()>0.15)
-                       self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
+                       self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
                else
                {
                        // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
-                       self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
+                       self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
                }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
+               if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
+                       weapon_action(self.weapon, WR_RELOAD);
+               else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading the secondary fire
                {
-                       W_Hagar_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
+                       if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+                       {
+                               W_Hagar_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+                       }
                }
-               if (self.BUTTON_ATCK2 && cvar("g_balance_hagar_secondary"))
-               if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
+               else if(autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary)
+                       W_Hagar_Attack2_Load(); // must run each frame
+               else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
                {
-                       W_Hagar_Attack2();
-                       weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready);
+                       if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+                       {
+                               W_Hagar_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+                       }
                }
        }
        else if (req == WR_PRECACHE)
@@ -144,13 +276,32 @@ float w_hagar(float req)
                precache_model ("models/weapons/v_hagar.md3");
                precache_model ("models/weapons/h_hagar.iqm");
                precache_sound ("weapons/hagar_fire.wav");
+               precache_sound ("weapons/hagar_load.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_HAGAR);
+               self.current_ammo = ammo_rockets;
+
+               self.hagar_load = 0;
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
+       {
+               ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
+       {
+               ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+               return ammo_amount;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
+       }
        return TRUE;
 };
 #endif
@@ -179,13 +330,13 @@ float w_hagar(float req)
                precache_sound("weapons/hagexp3.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_BOUNCE) // must be secondary; unchecked: SPLASH
-                       w_deathtypestring = "%s hoped %s's missiles wouldn't bounce";
+                       w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
                else // unchecked: SPLASH, SECONDARY
-                       w_deathtypestring = "%s was pummeled by %s";
+                       w_deathtypestring = _("%s was pummeled by %s");
        }
        return TRUE;
 }