]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_sniperrifle.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_sniperrifle.qc
index a03a9b6108491e565170634feba2b7940815a8ae..3e2d3a665e0cd93c33425198c3625c9ed9228f26 100644 (file)
@@ -8,87 +8,81 @@ REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_T
 
 .float sniperrifle_accumulator;
 
-float W_SniperRifle_CheckMaxBullets(float checkammo)
+// weapon load persistence, for weapons that support reloading
+.float sniperrifle_load;
+
+void W_SniperRifle_SetAmmoCounter()
 {
-       float maxbulls;
-       maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity;
-       if(!maxbulls)
-               maxbulls = 8; // match HUD
-       if(checkammo)
-               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-                       maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)));
-       if(self.sniperrifle_bulletcounter > maxbulls || !autocvar_g_balance_sniperrifle_magazinecapacity)
-               self.sniperrifle_bulletcounter = maxbulls;
-       return (self.sniperrifle_bulletcounter == maxbulls);
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_sniperrifle_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.sniperrifle_load;
+               self.clip_size = autocvar_g_balance_sniperrifle_reload_ammo; // for the crosshair ammo display
+       }
 }
 
 void W_SniperRifle_ReloadedAndReady()
 {
        float t;
-       self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity;
-       W_SniperRifle_CheckMaxBullets(TRUE);
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
+
+       // 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_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_nails -= 1;
+       }
+       self.sniperrifle_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reload_time - 1;
        ATTACK_FINISHED(self) = t;
        w_ready();
 }
 
-float W_SniperRifle_Reload()
+void W_SniperRifle_Reload()
 {
-       float t;
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_sniperrifle_reload_ammo)
+               return;
 
-       W_SniperRifle_CheckMaxBullets(TRUE);
+       if(!W_ReloadCheck(self.ammo_nails, min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)))
+               return;
 
-       if(self.ammo_nails < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // when we get here, bulletcounter must be 0 or -1
-       {
-               print("cannot reload... not enough bullets\n");
-               self.sniperrifle_bulletcounter = -1; // reload later
-               W_SwitchToOtherWeapon(self);
-               return 0;
-       }
-       
-       if (self.sniperrifle_bulletcounter >= autocvar_g_balance_sniperrifle_magazinecapacity)
-               return 0;
-
-       if (self.weaponentity)
-       {
-               if (self.weaponentity.wframe == WFRAME_RELOAD)
-                       return 0;
-
-               // allow to switch away while reloading, but this will cause a new reload!
-               self.weaponentity.state = WS_READY;
-       }
+       float t;
 
-       sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
 
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reload_time + 1;
        ATTACK_FINISHED(self) = t;
 
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_SniperRifle_ReloadedAndReady);
-
-       self.sniperrifle_bulletcounter = -1;
-
-       return 1;
-}
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reload_time, W_SniperRifle_ReloadedAndReady);
 
-void W_SniperRifle_CheckReloadAndReady()
-{
-       w_ready();
-       if(self.sniperrifle_bulletcounter <= 0)
-               if(W_SniperRifle_Reload())
-                       return;
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
 }
 
 void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
 {
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_nails -= pAmmo;
+       {
+               if(autocvar_g_balance_sniperrifle_reload_ammo)
+               {
+                       self.clip_load -= pAmmo;
+                       self.sniperrifle_load = self.clip_load;
+               }
+               else
+                       self.ammo_nails -= pAmmo;
+       }
 
        if(deathtype & HITTYPE_SECONDARY)
                W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage);
        else
                W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_primary_damage + autocvar_g_balance_sniperrifle_primary_headshotaddeddamage);
 
-       pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
+       pointparticles(particleeffectnum("sniperrifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
 
        if(self.BUTTON_ZOOM) // if zoomed, shoot from the eye
        {
@@ -104,9 +98,6 @@ void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAdded
 
        if (autocvar_g_casings >= 2)
                SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
-       
-       self.sniperrifle_bulletcounter = self.sniperrifle_bulletcounter - 1;
-       W_SniperRifle_CheckMaxBullets(TRUE);
 }
 
 void W_SniperRifle_Attack()
@@ -137,9 +128,7 @@ void spawnfunc_weapon_campingrifle (void)
 void W_SniperRifle_BulletHail_Continue()
 {
        float r, sw, af;
-       W_SniperRifle_CheckReloadAndReady();
-       if(self.sniperrifle_bulletcounter < 0)
-               return; // reloading, so we are done
+
        sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
        af = ATTACK_FINISHED(self);
        self.switchweapon = self.weapon;
@@ -177,14 +166,15 @@ void W_SniperRifle_BulletHail(float mode, void(void) AttackFunc, float fr, float
        else
        {
                // just one shot
-               weapon_thinkf(fr, animtime, W_SniperRifle_CheckReloadAndReady);
+               weapon_thinkf(fr, animtime, w_ready);
        }
 }
 
 .float bot_secondary_sniperriflemooth;
 float w_sniperrifle(float req)
 {
-       float full;
+       float ammo_amount;
+
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK=FALSE;
@@ -210,10 +200,8 @@ float w_sniperrifle(float req)
        }
        else if (req == WR_THINK)
        {
-               if(self.sniperrifle_bulletcounter < 0) // forced reload (e.g. because interrupted)
-               {
-            self.wish_reload = 1;
-               }
+               if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // forced reload
+            W_SniperRifle_Reload();
                else
                {
                        self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
@@ -230,7 +218,7 @@ float w_sniperrifle(float req)
                                if (autocvar_g_balance_sniperrifle_secondary)
                                {
                     if(autocvar_g_balance_sniperrifle_secondary_reload)
-                        self.wish_reload = 1;
+                        W_SniperRifle_Reload();
                     else
                     {
                         if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
@@ -244,49 +232,43 @@ float w_sniperrifle(float req)
                                }
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_SniperRifle_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
                precache_model ("models/weapons/g_campingrifle.md3");
                precache_model ("models/weapons/v_campingrifle.md3");
                precache_model ("models/weapons/h_campingrifle.iqm");
-               precache_sound ("weapons/campingrifle_reload.wav");
                precache_sound ("weapons/campingrifle_fire.wav");
                precache_sound ("weapons/campingrifle_fire2.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_SNIPERRIFLE);
-
-               full = W_SniperRifle_CheckMaxBullets(TRUE);
-               if(autocvar_g_balance_sniperrifle_auto_reload_on_switch)
-                       if(!full)
-                               self.sniperrifle_bulletcounter = -1;
+               W_SniperRifle_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
+       {
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_sniperrifle_primary_ammo;
+               ammo_amount += (autocvar_g_balance_sniperrifle_reload_ammo && self.sniperrifle_load >= autocvar_g_balance_sniperrifle_primary_ammo);
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
-       else if (req == WR_RELOAD)
        {
-        self.wish_reload = 1;
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_sniperrifle_secondary_ammo;
+               ammo_amount += (autocvar_g_balance_sniperrifle_reload_ammo && self.sniperrifle_load >= autocvar_g_balance_sniperrifle_secondary_ammo);
+               return ammo_amount;
        }
        else if (req == WR_RESETPLAYER)
        {
                self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
-               self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity;
-               W_SniperRifle_CheckMaxBullets(FALSE);
+
+               // all weapons must be fully loaded when we spawn
+               self.sniperrifle_load = autocvar_g_balance_sniperrifle_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_SniperRifle_Reload();
        }
        return TRUE;
 };