]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_rocketlauncher.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
index 21874b79053a00f3dafe378d763c82931a3edc6e..471350484faa4b0109272f4e345a3ddbf4a2d8d1 100644 (file)
@@ -5,6 +5,61 @@ REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | W
 .float rl_release;
 .float rl_detonate_later;
 
+// weapon load persistence, for weapons that support reloading
+.float rocketlauncher_load;
+
+void W_RocketLauncher_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_rocketlauncher_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.rocketlauncher_load;
+               self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_RocketLauncher_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_rocketlauncher_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.rocketlauncher_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_RocketLauncher_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_rocketlauncher_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_Rocket_Unregister()
 {
        if(self.owner && self.owner.lastrocket == self)
@@ -248,8 +303,17 @@ void W_Rocket_Attack (void)
        local entity missile;
        local entity flash;
 
+       // 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_rocketlauncher_ammo;
+       {
+               if(autocvar_g_balance_rocketlauncher_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
+                       self.rocketlauncher_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
+       }
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -305,6 +369,8 @@ float w_rlauncher(float req)
 {
        entity rock;
        float rockfound;
+       float ammo_amount;
+
        if (req == WR_AIM)
        {
                // aim and decide to fire if appropriate
@@ -402,32 +468,37 @@ float w_rlauncher(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
+                       W_RocketLauncher_Reload();
+               else
                {
-                       if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
-                       if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+                       if (self.BUTTON_ATCK)
                        {
-                               W_Rocket_Attack();
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
-                               self.rl_release = 0;
+                               if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+                               if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+                               {
+                                       W_Rocket_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
+                                       self.rl_release = 0;
+                               }
                        }
-               }
-               else
-                       self.rl_release = 1;
+                       else
+                               self.rl_release = 1;
 
-               if (self.BUTTON_ATCK2)
-               {
-                       rockfound = 0;
-                       for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
+                       if (self.BUTTON_ATCK2)
                        {
-                               if(!rock.rl_detonate_later)
+                               rockfound = 0;
+                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
                                {
-                                       rock.rl_detonate_later = TRUE;
-                                       rockfound = 1;
+                                       if(!rock.rl_detonate_later)
+                                       {
+                                               rock.rl_detonate_later = TRUE;
+                                               rockfound = 1;
+                                       }
                                }
+                               if(rockfound)
+                                       sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                        }
-                       if(rockfound)
-                               sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                }
        }
        else if (req == WR_PRECACHE)
@@ -439,24 +510,38 @@ float w_rlauncher(float req)
                precache_sound ("weapons/rocket_det.wav");
                precache_sound ("weapons/rocket_fire.wav");
                precache_sound ("weapons/rocket_mode.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_ROCKET_LAUNCHER);
+               W_RocketLauncher_SetAmmoCounter();
                self.rl_release = 1;
        }
        else if (req == WR_CHECKAMMO1)
        {
                // don't switch while guiding a missile
-               if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
-                       && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
-                       return FALSE;
+               if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
+               {
+                       if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+                               ammo_amount = FALSE;
+                       if(autocvar_g_balance_electro_reload_ammo && self.minelayer_load < autocvar_g_balance_rocketlauncher_ammo)
+                               ammo_amount = FALSE;
+               }
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
                return FALSE;
        else if (req == WR_RESETPLAYER)
        {
                self.rl_release = 0;
+
+               // all weapons must be fully loaded when we spawn
+               self.rocketlauncher_load = autocvar_g_balance_rocketlauncher_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_RocketLauncher_Reload();
        }
        return TRUE;
 };