]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minelayer.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
index 07589cf0d4a14d99e3bf264d5aeef8a384bbb751..00a836eb8e556e2eb72a72c9ee967be849fabf24 100644 (file)
@@ -6,6 +6,61 @@ void W_Mine_Think (void);
 .float minelayer_detonate, minelayer_mines;
 .float mine_time;
 
+// weapon load persistence, for weapons that support reloading
+.float minelayer_load;
+
+void W_MineLayer_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_minelayer_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.minelayer_load;
+               self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_MineLayer_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_minelayer_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.minelayer_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_minelayer_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_MineLayer_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_minelayer_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_minelayer_ammo))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minelayer_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minelayer_reload_time, W_MineLayer_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void spawnfunc_weapon_minelayer (void)
 {
        weapon_defaultspawnfunc(WEP_MINE_LAYER);
@@ -214,8 +269,17 @@ void W_Mine_Attack (void)
                }
        }
 
+       // 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_minelayer_ammo;
+       {
+               if(autocvar_g_balance_minelayer_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_minelayer_ammo;
+                       self.minelayer_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
+       }
 
        W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -270,6 +334,8 @@ float w_minelayer(float req)
 {
        entity mine;
        float minfound;
+       float ammo_amount;
+
        if (req == WR_AIM)
        {
                // aim and decide to fire if appropriate
@@ -367,7 +433,9 @@ float w_minelayer(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
+                       W_MineLayer_Reload();
+               else if (self.BUTTON_ATCK)
                {
                        if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
                        {
@@ -376,7 +444,7 @@ float w_minelayer(float req)
                        }
                }
 
-               if (self.BUTTON_ATCK2)
+               else if (self.BUTTON_ATCK2)
                {
                        minfound = 0;
                        for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
@@ -402,20 +470,38 @@ float w_minelayer(float req)
                precache_sound ("weapons/mine_fire.wav");
                precache_sound ("weapons/mine_stick.wav");
                precache_sound ("weapons/mine_trigger.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_MINE_LAYER);
+               W_MineLayer_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
        {
                // don't switch while placing a mine
-               if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
-                       && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
-                       return FALSE;
+               if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+               {
+                       if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
+                               ammo_amount = FALSE;
+                       if(autocvar_g_balance_electro_reload_ammo && self.minelayer_load < autocvar_g_balance_minelayer_ammo)
+                               ammo_amount = FALSE;
+               }
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
+       {
                return FALSE;
+       }
+       else if (req == WR_RESETPLAYER)
+       {
+               // all weapons must be fully loaded when we spawn
+               self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_MineLayer_Reload();
+       }
        return TRUE;
 };
 #endif