]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Disable the load block in WR_SETUP, to prevent a minor possible inconvenience
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index 2a8e4d7f47b0c35e0b9d8a8b2efc8d8ae08fb68a..e59cf875a7a3af3e74c5f6105f4b7714343d992e 100644 (file)
@@ -1,61 +1,9 @@
 #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!
 
-void W_Hagar_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_hagar_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.hagar_load;
-               self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Hagar_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_hagar_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.hagar_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_hagar_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_Hagar_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_hagar_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_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_hagar_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hagar_reload_time, W_Hagar_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 void W_Hagar_Explode (void)
 {
        self.event_damage = SUB_Null;
@@ -97,17 +45,7 @@ void W_Hagar_Attack (void)
 {
        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)
-       {
-               if(autocvar_g_balance_hagar_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
-                       self.hagar_load = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
-       }
+       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);
 
@@ -142,17 +80,7 @@ void W_Hagar_Attack2 (void)
 {
        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)
-       {
-               if(autocvar_g_balance_hagar_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
-                       self.hagar_load = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
-       }
+       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);
 
@@ -184,6 +112,142 @@ void W_Hagar_Attack2 (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
+.float hagar_loadstep, hagar_loadblock;
+void W_Hagar_Attack2_Load_Release (void)
+{
+       // time to release the rockets we've loaded
+
+       local entity missile;
+       local float counter, shots;
+       local vector s;
+       vector forward, right, up;
+
+       if(!self.hagar_load)
+               return;
+
+       weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
+
+       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;
+
+               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_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
+       self.hagar_load = 0;
+}
+
+void W_Hagar_Attack2_Load (void)
+{
+       // loadable hagar secondary attack, must always run each frame
+
+       local float loaded;
+       loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+
+       if(self.BUTTON_ATCK2)
+       {
+               if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
+               {
+                       if(self.hagar_load)
+                       {
+                               // if we pressed primary fire while loading, unload all rockets and abort
+                               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
+                               self.hagar_load = 0;
+                               sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+
+                               // pause until we can load rockets again, once we re-press the alt fire button
+                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+
+                               // require letting go of the alt fire button before we can load again
+                               self.hagar_loadblock = TRUE;
+                       }
+               }
+               else
+               {
+                       // check if we can attempt to load another rocket
+                       if(!self.hagar_loadblock && !loaded && weapon_action(self.weapon, WR_CHECKAMMO2))
+                       if(self.hagar_loadstep < time)
+                       {
+                               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
+                               self.hagar_load += 1;
+                               sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+
+                               // if this is the last rocket we can load, play the beep sound to notify the player of that
+                               if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
+                                       sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+
+                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+                       }
+               }
+       }
+       else if(self.hagar_loadblock)
+       {
+               // the alt fire button was released, so re-enable loading if blocked
+               self.hagar_loadblock = FALSE;
+       }
+
+       if(self.hagar_load)
+       {
+               self.weapon_forbidchange = TRUE;
+
+               if(!self.BUTTON_ATCK2 || ((loaded || !weapon_action(self.weapon, WR_CHECKAMMO2)) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
+                       W_Hagar_Attack2_Load_Release();
+       }
+       else
+               self.weapon_forbidchange = FALSE;
+
+       // we aren't checking ammo during an attack, so we must do it here
+       if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+       {
+               W_SwitchToOtherWeapon(self);
+               return;
+       }
+}
+
 void spawnfunc_weapon_hagar (void)
 {
        weapon_defaultspawnfunc(WEP_HAGAR);
@@ -191,6 +255,7 @@ 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(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
@@ -202,34 +267,31 @@ float w_hagar(float req)
        else if (req == WR_THINK)
        {
                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
-                       W_Hagar_Reload();
-               else if (self.BUTTON_ATCK)
+                       weapon_action(self.weapon, WR_RELOAD);
+               else
                {
-                       if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+                       local float loadable_secondary;
+                       loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
+
+                       if (loadable_secondary)
+                               W_Hagar_Attack2_Load(); // must run each frame, even when no firing buttons are pressed
+                       if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
                        {
-                               W_Hagar_Attack();
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_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);
+                               }
                        }
-               }
-               else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
-               {
-                       if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+                       else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
                        {
-                               W_Hagar_Attack2();
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_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);
+                               }
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_Hagar_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -237,30 +299,47 @@ 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/reload.wav");
+               precache_sound ("weapons/hagar_load.wav");
+               precache_sound ("weapons/hagar_beep.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);
-               W_Hagar_SetAmmoCounter();
+               self.current_ammo = ammo_rockets;
+               self.hagar_loadblock = FALSE;
+
+               if(self.hagar_load)
+               {
+                       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
+                       self.hagar_load = 0;
+               }
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_hagar_reload_ammo)
-                       return self.hagar_load >= autocvar_g_balance_hagar_primary_ammo;
-               else
-                       return self.ammo_rockets >= autocvar_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)
        {
-               if(autocvar_g_balance_hagar_reload_ammo)
-                       return self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo;
-               else
-                       return self.ammo_rockets >= autocvar_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_RESETPLAYER)
+       {
+               self.hagar_load = 0;
+       }
+       else if (req == WR_PLAYERDEATH)
+       {
+               // if we have any rockets loaded when we die, release them
+               if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
+                       W_Hagar_Attack2_Load_Release();
        }
        else if (req == WR_RELOAD)
        {
-               W_Hagar_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;
 };
@@ -290,13 +369,13 @@ 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;
 }