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[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 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity,
9                       float isprimary, float ammocount, float damage,
10                       float falloff_halflife, float falloff_mindist, float falloff_maxdist,
11                       float bullets, float spread, float solidpenetration,
12                       float force, float falloff_forcehalflife, entity bullet_trail_effect)
13 {
14         W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
15
16         W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE,
17                 ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
18
19         // TRICK: do the antilag outside the regular fireBullet function,
20         // so it isn't performed unnecessarily on every single bullet!
21         float lag = antilag_getlag(actor);
22         if(lag && bullets > 0)
23                 antilag_takeback_all(actor, lag);
24
25         for(int sc = 0;sc < bullets;sc = sc + 1)
26                 fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration,
27                         damage, falloff_halflife, falloff_mindist, falloff_maxdist, 0, force,
28                         falloff_forcehalflife, thiswep.m_id, bullet_trail_effect, false);
29
30         if(lag && bullets > 0)
31                 antilag_restore_all(actor);
32
33         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
34
35         // casing code
36         if(autocvar_g_casings >= 1)
37         {
38                 makevectors(actor.v_angle); // for some reason, this is lost
39                 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
40                         SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), vectoangles(v_forward), 1, actor, weaponentity);
41         }
42 }
43
44 .float swing_prev;
45 .entity swing_alreadyhit;
46 void W_Shotgun_Melee_Think(entity this)
47 {
48         // declarations
49         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
50         entity target_victim;
51         vector targpos;
52
53         if(!this.cnt) // set start time of melee
54         {
55                 this.cnt = time;
56                 W_PlayStrengthSound(this.realowner);
57         }
58
59         makevectors(this.realowner.v_angle); // update values for v_* vectors
60
61         // calculate swing percentage based on time
62         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
63         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
64         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
65
66         // check to see if we can still continue, otherwise give up now
67         if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
68         {
69                 delete(this);
70                 return;
71         }
72
73         // if okay, perform the traces needed for this frame
74         for(i=this.swing_prev; i < f; ++i)
75         {
76                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
77
78                 targpos = (this.realowner.origin + this.realowner.view_ofs
79                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
80                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
81                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
82
83                 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));
84
85                 // draw lightning beams for debugging
86         #ifdef SHOTGUN_MELEEDEBUG
87                 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
88                 te_customflash(targpos, 40,  2, '1 1 1');
89         #endif
90
91                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
92
93                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
94                         && (trace_ent.takedamage != DAMAGE_NO)
95                         && (trace_ent != this.swing_alreadyhit)
96                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
97                 {
98                         target_victim = trace_ent; // so it persists through other calls
99
100                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
101                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
102                         else
103                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
104
105                         //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
106
107                         Damage(target_victim, this.realowner, this.realowner,
108                                 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
109                                 this.realowner.origin + this.realowner.view_ofs,
110                                 v_forward * WEP_CVAR_SEC(shotgun, force));
111
112                         if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
113
114                         // draw large red flash for debugging
115                 #ifdef SHOTGUN_MELEEDEBUG
116                         te_customflash(targpos, 200, 2, '15 0 0');
117                 #endif
118
119                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
120                         {
121                                 this.swing_alreadyhit = target_victim;
122                                 continue; // move along to next trace
123                         }
124                         else
125                         {
126                                 delete(this);
127                                 return;
128                         }
129                 }
130         }
131
132         if(time >= this.cnt + meleetime)
133         {
134                 // melee is finished
135                 delete(this);
136                 return;
137         }
138         else
139         {
140                 // set up next frame
141                 this.swing_prev = i;
142                 this.nextthink = time;
143         }
144 }
145
146 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
147 {
148         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
149         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
150
151         entity meleetemp = new_pure(meleetemp);
152         meleetemp.realowner = actor;
153         setthink(meleetemp, W_Shotgun_Melee_Think);
154         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
155         meleetemp.weaponentity_fld = weaponentity;
156         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);
157 }
158
159 // alternate secondary weapon frames
160 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
161 {
162         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
163         if (!(actor.items & IT_UNLIMITED_AMMO))
164         {
165                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
166                 w_ready(thiswep, actor, weaponentity, fire);
167                 return;
168         }
169
170         sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
171         W_Shotgun_Attack(thiswep, actor, weaponentity, true,
172                 WEP_CVAR_PRI(shotgun, ammo),
173                 WEP_CVAR_PRI(shotgun, damage),
174                 WEP_CVAR_PRI(shotgun, damagefalloff_halflife),
175                 WEP_CVAR_PRI(shotgun, damagefalloff_mindist),
176                 WEP_CVAR_PRI(shotgun, damagefalloff_maxdist),
177                 WEP_CVAR_PRI(shotgun, bullets),
178                 WEP_CVAR_PRI(shotgun, spread),
179                 WEP_CVAR_PRI(shotgun, solidpenetration),
180                 WEP_CVAR_PRI(shotgun, force),
181                 WEP_CVAR_PRI(shotgun, damagefalloff_forcehalflife),
182                 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
183         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
184 }
185 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
186 {
187         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
188         if (!(actor.items & IT_UNLIMITED_AMMO))
189         {
190                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
191                 w_ready(thiswep, actor, weaponentity, fire);
192                 return;
193         }
194
195         W_Shotgun_Attack(thiswep, actor, weaponentity, false,
196                 WEP_CVAR_PRI(shotgun, ammo),
197                 WEP_CVAR_PRI(shotgun, damage),
198                 WEP_CVAR_PRI(shotgun, damagefalloff_halflife),
199                 WEP_CVAR_PRI(shotgun, damagefalloff_mindist),
200                 WEP_CVAR_PRI(shotgun, damagefalloff_maxdist),
201                 WEP_CVAR_PRI(shotgun, bullets),
202                 WEP_CVAR_PRI(shotgun, spread),
203                 WEP_CVAR_PRI(shotgun, solidpenetration),
204                 WEP_CVAR_PRI(shotgun, force),
205                 WEP_CVAR_PRI(shotgun, damagefalloff_forcehalflife),
206                 EFFECT_BULLET_WEAK);
207         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
208 }
209
210 .float shotgun_primarytime;
211
212 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
213 {
214     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
215         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false);
216     else
217         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false);
218 }
219
220 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
221 {
222     // force reload weapon when clip is empty or insufficent
223     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo))
224     {
225         if(actor.(weaponentity).clip_load >= 0 && GetResource(actor, thiswep.ammo_type) > 0)
226         {
227             thiswep.wr_reload(thiswep, actor, weaponentity);
228             return;
229         }
230     }
231
232     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
233     {
234         if(fire & 1)
235         {
236             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
237             {
238                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
239                 {
240                     W_Shotgun_Attack(thiswep, actor, weaponentity, true,
241                                                 WEP_CVAR_PRI(shotgun, ammo),
242                                                 WEP_CVAR_PRI(shotgun, damage),
243                                                 WEP_CVAR_PRI(shotgun, damagefalloff_halflife),
244                                                 WEP_CVAR_PRI(shotgun, damagefalloff_mindist),
245                                                 WEP_CVAR_PRI(shotgun, damagefalloff_maxdist),
246                                                 WEP_CVAR_PRI(shotgun, bullets),
247                                                 WEP_CVAR_PRI(shotgun, spread),
248                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
249                                                 WEP_CVAR_PRI(shotgun, force),
250                                                 WEP_CVAR_PRI(shotgun, damagefalloff_forcehalflife),
251                                                 EFFECT_BULLET_WEAK);
252                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
253                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
254                     return;
255                 }
256             }
257         }
258         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
259         {
260             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
261             {
262                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
263                 {
264                     W_Shotgun_Attack(thiswep, actor, weaponentity, false,
265                                                 WEP_CVAR_PRI(shotgun, ammo),
266                                                 WEP_CVAR_PRI(shotgun, damage),
267                                                 WEP_CVAR_PRI(shotgun, damagefalloff_halflife),
268                                                 WEP_CVAR_PRI(shotgun, damagefalloff_mindist),
269                                                 WEP_CVAR_PRI(shotgun, damagefalloff_maxdist),
270                                                 WEP_CVAR_PRI(shotgun, bullets),
271                                                 WEP_CVAR_PRI(shotgun, spread),
272                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
273                                                 WEP_CVAR_PRI(shotgun, force),
274                                                 WEP_CVAR_PRI(shotgun, damagefalloff_forcehalflife),
275                                                 EFFECT_BULLET_WEAK);
276                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
277                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
278                     return;
279                 }
280             }
281         }
282     }
283
284     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
285     if(WEP_CVAR(shotgun, secondary) == 1)
286     if(((fire & 1) && !IS_BOT_CLIENT(actor) && GetResource(actor, thiswep.ammo_type) <= 0 && actor.(weaponentity).clip_load == 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
287     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
288     {
289         // melee attack
290         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
291         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
292     }
293 }
294 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
295 {
296     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
297     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
298     return ammo_amount;
299 }
300 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
301 {
302     switch(WEP_CVAR(shotgun, secondary))
303     {
304         case 1: return true; // melee does not use ammo
305         case 2: // secondary triple shot
306         {
307             float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
308             ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
309             return ammo_amount;
310         }
311         default: return false; // secondary unavailable
312     }
313 }
314 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
315 {
316     W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
317 }
318 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
319 {
320     return WEAPON_THINKING_WITH_PORTALS;
321 }
322 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
323 {
324     if(w_deathtype & HITTYPE_SECONDARY)
325         return WEAPON_SHOTGUN_MURDER_SLAP;
326     else
327         return WEAPON_SHOTGUN_MURDER;
328 }
329
330 #endif
331 #ifdef CSQC
332 .float prevric;
333
334 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
335 {
336     vector org2 = w_org + w_backoff * 2;
337     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
338     if(!w_issilent && time - actor.prevric > 0.25)
339     {
340         if(w_random < 0.05)
341             sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
342         actor.prevric = time;
343     }
344 }
345
346 #endif