]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minelayer.qc
Merge branch 'master' into mirceakitsune/universal_reload_system, with some VERY...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
index d2d182223c1f1390c9ad74ff042a1db5d219f1d5..7c07fa4bcf4588a84578f75bb099cd98afc183cb 100644 (file)
@@ -1,66 +1,11 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
+REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
 #else
 #ifdef SVQC
 void W_Mine_Think (void);
-.float minelayer_detonate, minelayer_mines;
+.float minelayer_detonate, mine_explodeanyway;
 .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);
@@ -128,6 +73,7 @@ void W_Mine_Explode ()
                        self.owner.switchweapon = w_getbestweapon(self.owner);
                }
        }
+       self.owner.minelayer_mines -= 1;
        remove (self);
 }
 
@@ -147,6 +93,7 @@ void W_Mine_DoRemoteExplode ()
                        self.owner.switchweapon = w_getbestweapon(self.owner);
                }
        }
+       self.owner.minelayer_mines -= 1;
        remove (self);
 }
 
@@ -165,7 +112,7 @@ void W_Mine_RemoteExplode ()
 void W_Mine_ProximityExplode ()
 {
        // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
-       if(autocvar_g_balance_minelayer_protection)
+       if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
        {
                entity head;
                head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
@@ -181,21 +128,34 @@ void W_Mine_ProximityExplode ()
        W_Mine_Explode();
 }
 
+float W_Mine_Count(entity e)
+{
+       float minecount;
+       entity mine;
+       for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == e)
+               minecount += 1;
+               
+       return minecount;
+}
+
 void W_Mine_Think (void)
 {
        entity head;
 
        self.nextthink = time;
-       if (time > self.cnt)
+       
+       // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
+       // TODO: replace this mine_trigger.wav sound with a real countdown
+       if ((time > self.cnt) && (!self.mine_time))
        {
-               other = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Mine_Explode();
-               return;
+               if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
+                       spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+               self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
+               self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
        }
 
        // a player's mines shall explode if he disconnects or dies
-       // TODO: Do this on team change too
+       // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
        if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
        {
                other = world;
@@ -220,7 +180,10 @@ void W_Mine_Think (void)
 
        // explode if it's time to
        if(self.mine_time && time >= self.mine_time)
+       {
                W_Mine_ProximityExplode();
+               return;
+       }
 
        // remote detonation
        if (self.owner.weapon == WEP_MINE_LAYER)
@@ -256,11 +219,8 @@ void W_Mine_Attack (void)
        // scan how many mines we placed, and return if we reached our limit
        if(autocvar_g_balance_minelayer_limit)
        {
-               self.minelayer_mines = 0;
-               for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
-                       self.minelayer_mines += 1;
-
-               if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+       
+               if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
                {
                        // the refire delay keeps this message from being spammed
                        sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
@@ -269,17 +229,7 @@ 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)
-       {
-               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_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_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);
@@ -311,7 +261,7 @@ void W_Mine_Attack (void)
        mine.touch = W_Mine_Touch;
        mine.think = W_Mine_Think;
        mine.nextthink = time;
-       mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
+       mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
        mine.flags = FL_PROJECTILE;
 
        CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
@@ -326,6 +276,8 @@ void W_Mine_Attack (void)
        // common properties
 
        other = mine; MUTATOR_CALLHOOK(EditProjectile);
+       
+       self.minelayer_mines = W_Mine_Count(self);
 }
 
 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
@@ -434,7 +386,7 @@ float w_minelayer(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
-                       W_MineLayer_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
@@ -470,37 +422,35 @@ 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");
+               //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_MINE_LAYER);
-               W_MineLayer_SetAmmoCounter();
+               self.current_ammo = ammo_rockets;
        }
        else if (req == WR_CHECKAMMO1)
        {
                // don't switch while placing a mine
                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;
+                       if(autocvar_g_balance_minelayer_reload_ammo)
+                       {
+                               if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
+                                       ammo_amount = TRUE;
+                       }
+                       else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
+                               ammo_amount = TRUE;
+                       return !ammo_amount;
                }
-               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();
+               W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -521,15 +471,15 @@ float w_minelayer(float req)
                precache_sound("weapons/mine_exp.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s exploded";
+               w_deathtypestring = _("%s exploded");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
-                       w_deathtypestring = "%s got too close to %s's mine";
+                       w_deathtypestring = _("%s got too close to %s's mine");
                else if(w_deathtype & HITTYPE_SPLASH)
-                       w_deathtypestring = "%s almost dodged %s's mine";
+                       w_deathtypestring = _("%s almost dodged %s's mine");
                else
-                       w_deathtypestring = "%s stepped on %s's mine";
+                       w_deathtypestring = _("%s stepped on %s's mine");
        }
        return TRUE;
 }