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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / blaster.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ BLASTER,
4 /* function  */ W_Blaster,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 1,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ 0,
9 /* color     */ '1 0.5 0.5',
10 /* modelname */ "laser",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairlaser 0.5",
13 /* wepimg    */ "weaponlaser",
14 /* refname   */ "blaster",
15 /* wepname   */ _("Blaster")
16 );
17
18 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
19 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, BOTH, animtime) \
21         w_cvar(id, sn, BOTH, damage) \
22         w_cvar(id, sn, BOTH, delay) \
23         w_cvar(id, sn, BOTH, edgedamage) \
24         w_cvar(id, sn, BOTH, force) \
25         w_cvar(id, sn, BOTH, force_zscale) \
26         w_cvar(id, sn, BOTH, lifetime) \
27         w_cvar(id, sn, BOTH, radius) \
28         w_cvar(id, sn, BOTH, refire) \
29         w_cvar(id, sn, BOTH, shotangle) \
30         w_cvar(id, sn, BOTH, speed) \
31         w_cvar(id, sn, BOTH, spread) \
32         w_cvar(id, sn, NONE, secondary) \
33         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
34         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
35         w_prop(id, sn, string, weaponreplace, weaponreplace) \
36         w_prop(id, sn, float,  weaponstart, weaponstart) \
37         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
38         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
39
40 #ifdef SVQC
41 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
42 .float blaster_damage;
43 .float blaster_edgedamage;
44 .float blaster_radius;
45 .float blaster_force;
46 .float blaster_lifetime;
47 #endif
48 #endif
49 #ifdef IMPLEMENTATION
50 #ifdef SVQC
51 void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
52 void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
53
54 void W_Blaster_Touch(void)
55 {SELFPARAM();
56         PROJECTILE_TOUCH;
57
58         self.event_damage = func_null;
59
60         RadiusDamage(
61                 self,
62                 self.realowner,
63                 self.blaster_damage,
64                 self.blaster_edgedamage,
65                 self.blaster_radius,
66                 world,
67                 world,
68                 self.blaster_force,
69                 self.projectiledeathtype,
70                 other
71         );
72
73         remove(self);
74 }
75
76 void W_Blaster_Think(void)
77 {SELFPARAM();
78         self.movetype = MOVETYPE_FLY;
79         self.think = SUB_Remove;
80         self.nextthink = time + self.blaster_lifetime;
81         CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
82 }
83
84 void W_Blaster_Attack(
85         float atk_deathtype,
86         float atk_shotangle,
87         float atk_damage,
88         float atk_edgedamage,
89         float atk_radius,
90         float atk_force,
91         float atk_speed,
92         float atk_spread,
93         float atk_delay,
94         float atk_lifetime)
95 {SELFPARAM();
96         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
97
98         W_SetupShot_Dir(self, s_forward, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, atk_damage);
99         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
100
101         entity missile = spawn();
102         missile.owner = missile.realowner = self;
103         missile.classname = "blasterbolt";
104         missile.bot_dodge = true;
105         missile.bot_dodgerating = atk_damage;
106         PROJECTILE_MAKETRIGGER(missile);
107
108         missile.blaster_damage = atk_damage;
109         missile.blaster_edgedamage = atk_edgedamage;
110         missile.blaster_radius = atk_radius;
111         missile.blaster_force = atk_force;
112         missile.blaster_lifetime = atk_lifetime;
113
114         setorigin(missile, w_shotorg);
115         setsize(missile, '0 0 0', '0 0 0');
116
117         W_SetupProjVelocity_Explicit(
118                 missile,
119                 w_shotdir,
120                 v_up,
121                 atk_speed,
122                 0,
123                 0,
124                 atk_spread,
125                 false
126         );
127
128         missile.angles = vectoangles(missile.velocity);
129
130         //missile.glow_color = 250; // 244, 250
131         //missile.glow_size = 120;
132
133         missile.touch = W_Blaster_Touch;
134         missile.flags = FL_PROJECTILE;
135         missile.missile_flags = MIF_SPLASH;
136         missile.projectiledeathtype = atk_deathtype;
137         missile.think = W_Blaster_Think;
138         missile.nextthink = time + atk_delay;
139
140         MUTATOR_CALLHOOK(EditProjectile, self, missile);
141
142         if(time >= missile.nextthink)
143         {
144                 SELFCALL(missile, missile.think());
145                 SELFCALL_DONE();
146         }
147 }
148 bool W_Blaster(int request)
149 {SELFPARAM();
150         switch(request)
151         {
152                 case WR_AIM:
153                 {
154                         if(WEP_CVAR(blaster, secondary))
155                         {
156                                 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
157                                         { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
158                                 else
159                                         { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
160                         }
161                         else
162                                 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
163
164                         return true;
165                 }
166
167                 case WR_THINK:
168                 {
169                         if(self.BUTTON_ATCK)
170                         {
171                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
172                                 {
173                                         W_Blaster_Attack(
174                                                 WEP_BLASTER.m_id,
175                                                 WEP_CVAR_PRI(blaster, shotangle),
176                                                 WEP_CVAR_PRI(blaster, damage),
177                                                 WEP_CVAR_PRI(blaster, edgedamage),
178                                                 WEP_CVAR_PRI(blaster, radius),
179                                                 WEP_CVAR_PRI(blaster, force),
180                                                 WEP_CVAR_PRI(blaster, speed),
181                                                 WEP_CVAR_PRI(blaster, spread),
182                                                 WEP_CVAR_PRI(blaster, delay),
183                                                 WEP_CVAR_PRI(blaster, lifetime)
184                                         );
185                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
186                                 }
187                         }
188                         else if(self.BUTTON_ATCK2)
189                         {
190                                 switch(WEP_CVAR(blaster, secondary))
191                                 {
192                                         case 0: // switch to last used weapon
193                                         {
194                                                 if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
195                                                         W_LastWeapon();
196                                                 break;
197                                         }
198
199                                         case 1: // normal projectile secondary
200                                         {
201                                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
202                                                 {
203                                                         W_Blaster_Attack(
204                                                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
205                                                                 WEP_CVAR_SEC(blaster, shotangle),
206                                                                 WEP_CVAR_SEC(blaster, damage),
207                                                                 WEP_CVAR_SEC(blaster, edgedamage),
208                                                                 WEP_CVAR_SEC(blaster, radius),
209                                                                 WEP_CVAR_SEC(blaster, force),
210                                                                 WEP_CVAR_SEC(blaster, speed),
211                                                                 WEP_CVAR_SEC(blaster, spread),
212                                                                 WEP_CVAR_SEC(blaster, delay),
213                                                                 WEP_CVAR_SEC(blaster, lifetime)
214                                                         );
215                                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
216                                                 }
217
218                                                 break;
219                                         }
220                                 }
221                         }
222                         return true;
223                 }
224
225                 case WR_INIT:
226                 {
227                         precache_model(W_Model("g_laser.md3"));
228                         precache_model(W_Model("v_laser.md3"));
229                         precache_model(W_Model("h_laser.iqm"));
230                         precache_sound(W_Sound("lasergun_fire"));
231                         BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
232                         return true;
233                 }
234
235                 case WR_SETUP:
236                 {
237                         self.ammo_field = ammo_none;
238                         return true;
239                 }
240
241                 case WR_CHECKAMMO1:
242                 case WR_CHECKAMMO2:
243                 {
244                         return true; // laser has infinite ammo
245                 }
246
247                 case WR_CONFIG:
248                 {
249                         BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
250                         return true;
251                 }
252
253                 case WR_SUICIDEMESSAGE:
254                 {
255                         return WEAPON_BLASTER_SUICIDE;
256                 }
257
258                 case WR_KILLMESSAGE:
259                 {
260                         return WEAPON_BLASTER_MURDER;
261                 }
262         }
263         return false;
264 }
265 #endif
266 #ifdef CSQC
267 bool W_Blaster(int request)
268 {SELFPARAM();
269         switch(request)
270         {
271                 case WR_IMPACTEFFECT:
272                 {
273                         vector org2;
274                         org2 = w_org + w_backoff * 6;
275                         pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
276                         if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
277                         return true;
278                 }
279
280                 case WR_INIT:
281                 {
282                         precache_sound(W_Sound("laserimpact"));
283                         return true;
284                 }
285                 case WR_ZOOMRETICLE:
286                 {
287                         // no weapon specific image for this weapon
288                         return false;
289                 }
290         }
291         return false;
292 }
293 #endif
294 #endif