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Improve indentation consistency in weapon code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
1 #include "shotgun.qh"
2
3 #ifdef SVQC
4
5 // enable to debug melee range
6 //#define SHOTGUN_MELEEDEBUG
7
8 METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
9 {
10         if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
11         {
12                 return WEP_MACHINEGUN;
13         }
14         return this;
15 }
16
17 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
18 {
19         W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
20
21         W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
22
23         // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
24         float lag = antilag_getlag(actor);
25         if(lag && bullets > 0)
26                 antilag_takeback_all(actor, lag);
27
28         for(int sc = 0;sc < bullets;sc = sc + 1)
29                 fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, 0, force, thiswep.m_id, bullet_trail_effect, false);
30
31         if(lag && bullets > 0)
32                 antilag_restore_all(actor);
33
34         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
35
36         // casing code
37         if(autocvar_g_casings >= 1)
38         {
39                 makevectors(actor.v_angle); // for some reason, this is lost
40                 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
41                         SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, actor, weaponentity);
42         }
43 }
44
45 .float swing_prev;
46 .entity swing_alreadyhit;
47 void W_Shotgun_Melee_Think(entity this)
48 {
49         // declarations
50         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
51         entity target_victim;
52         vector targpos;
53
54         if(!this.cnt) // set start time of melee
55         {
56                 this.cnt = time;
57                 W_PlayStrengthSound(this.realowner);
58         }
59
60         makevectors(this.realowner.v_angle); // update values for v_* vectors
61
62         // calculate swing percentage based on time
63         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
64         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
65         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
66
67         // check to see if we can still continue, otherwise give up now
68         if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
69         {
70                 delete(this);
71                 return;
72         }
73
74         // if okay, perform the traces needed for this frame
75         for(i=this.swing_prev; i < f; ++i)
76         {
77                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
78
79                 targpos = (this.realowner.origin + this.realowner.view_ofs
80                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
81                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
82                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
83
84                 WarpZone_traceline_antilag(this.realowner, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
85
86                 // draw lightning beams for debugging
87         #ifdef SHOTGUN_MELEEDEBUG
88                 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
89                 te_customflash(targpos, 40,  2, '1 1 1');
90         #endif
91
92                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
93
94                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
95                         && (trace_ent.takedamage != DAMAGE_NO)
96                         && (trace_ent != this.swing_alreadyhit)
97                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
98                 {
99                         target_victim = trace_ent; // so it persists through other calls
100
101                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
102                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
103                         else
104                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
105
106                         //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
107
108                         Damage(target_victim, this.realowner, this.realowner,
109                                 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
110                                 this.realowner.origin + this.realowner.view_ofs,
111                                 v_forward * WEP_CVAR_SEC(shotgun, force));
112
113                         if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
114
115                         // draw large red flash for debugging
116                 #ifdef SHOTGUN_MELEEDEBUG
117                         te_customflash(targpos, 200, 2, '15 0 0');
118                 #endif
119
120                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
121                         {
122                                 this.swing_alreadyhit = target_victim;
123                                 continue; // move along to next trace
124                         }
125                         else
126                         {
127                                 delete(this);
128                                 return;
129                         }
130                 }
131         }
132
133         if(time >= this.cnt + meleetime)
134         {
135                 // melee is finished
136                 delete(this);
137                 return;
138         }
139         else
140         {
141                 // set up next frame
142                 this.swing_prev = i;
143                 this.nextthink = time;
144         }
145 }
146
147 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
148 {
149         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
150         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
151
152         entity meleetemp = new_pure(meleetemp);
153         meleetemp.realowner = actor;
154         setthink(meleetemp, W_Shotgun_Melee_Think);
155         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
156         meleetemp.weaponentity_fld = weaponentity;
157         W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY);
158 }
159
160 // alternate secondary weapon frames
161 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
162 {
163         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
164         if (!(actor.items & IT_UNLIMITED_AMMO))
165         {
166                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
167                 w_ready(thiswep, actor, weaponentity, fire);
168                 return;
169         }
170
171         sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
172         W_Shotgun_Attack(thiswep, actor, weaponentity, true,
173                 WEP_CVAR_PRI(shotgun, ammo),
174                 WEP_CVAR_PRI(shotgun, damage),
175                 WEP_CVAR_PRI(shotgun, bullets),
176                 WEP_CVAR_PRI(shotgun, spread),
177                 WEP_CVAR_PRI(shotgun, solidpenetration),
178                 WEP_CVAR_PRI(shotgun, force),
179                 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
180         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
181 }
182 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
183 {
184         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
185         if (!(actor.items & IT_UNLIMITED_AMMO))
186         {
187                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
188                 w_ready(thiswep, actor, weaponentity, fire);
189                 return;
190         }
191
192         W_Shotgun_Attack(thiswep, actor, weaponentity, false,
193                 WEP_CVAR_PRI(shotgun, ammo),
194                 WEP_CVAR_PRI(shotgun, damage),
195                 WEP_CVAR_PRI(shotgun, bullets),
196                 WEP_CVAR_PRI(shotgun, spread),
197                 WEP_CVAR_PRI(shotgun, solidpenetration),
198                 WEP_CVAR_PRI(shotgun, force),
199                 EFFECT_BULLET_WEAK);
200         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
201 }
202
203 .float shotgun_primarytime;
204
205 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
206 {
207     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
208         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
209     else
210         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
211 }
212
213 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
214 {
215     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
216     {
217         // don't force reload an empty shotgun if its melee attack is active
218         if(WEP_CVAR(shotgun, secondary) < 2) {
219             thiswep.wr_reload(thiswep, actor, weaponentity);
220         }
221     }
222     else
223     {
224         if(fire & 1)
225         {
226             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
227             {
228                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
229                 {
230                     W_Shotgun_Attack(thiswep, actor, weaponentity, true,
231                                                 WEP_CVAR_PRI(shotgun, ammo),
232                                                 WEP_CVAR_PRI(shotgun, damage),
233                                                 WEP_CVAR_PRI(shotgun, bullets),
234                                                 WEP_CVAR_PRI(shotgun, spread),
235                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
236                                                 WEP_CVAR_PRI(shotgun, force),
237                                                 EFFECT_BULLET_WEAK);
238                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
239                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
240                 }
241             }
242         }
243         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
244         {
245             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
246             {
247                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
248                 {
249                     W_Shotgun_Attack(thiswep, actor, weaponentity, false,
250                                                 WEP_CVAR_PRI(shotgun, ammo),
251                                                 WEP_CVAR_PRI(shotgun, damage),
252                                                 WEP_CVAR_PRI(shotgun, bullets),
253                                                 WEP_CVAR_PRI(shotgun, spread),
254                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
255                                                 WEP_CVAR_PRI(shotgun, force),
256                                                 EFFECT_BULLET_WEAK);
257                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
258                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
259                 }
260             }
261         }
262     }
263     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
264     if(WEP_CVAR(shotgun, secondary) == 1)
265     if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
266     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
267     {
268         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
269         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
270     }
271 }
272 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
273 {
274     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
275     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
276     return ammo_amount;
277 }
278 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
279 {
280     if(IS_BOT_CLIENT(actor))
281     if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
282         return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
283     switch(WEP_CVAR(shotgun, secondary))
284     {
285         case 1: return true; // melee does not use ammo
286         case 2: // secondary triple shot
287         {
288             float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
289             ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
290             return ammo_amount;
291         }
292         default: return false; // secondary unavailable
293     }
294 }
295 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
296 {
297     W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
298 }
299 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
300 {
301     return WEAPON_THINKING_WITH_PORTALS;
302 }
303 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
304 {
305     if(w_deathtype & HITTYPE_SECONDARY)
306         return WEAPON_SHOTGUN_MURDER_SLAP;
307     else
308         return WEAPON_SHOTGUN_MURDER;
309 }
310
311 #endif
312 #ifdef CSQC
313 .float prevric;
314
315 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
316 {
317     vector org2 = w_org + w_backoff * 2;
318     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
319     if(!w_issilent && time - actor.prevric > 0.25)
320     {
321         if(w_random < 0.05)
322             sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
323         actor.prevric = time;
324     }
325 }
326
327 #endif