]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
Merge branch 'garymoon/show-server-name-in-info' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index 7e63e760ec96d4d879a6813e6e436232aef965f2..997f6eb36865648470cf398e2b78294a1ffe1ee1 100644 (file)
@@ -1,90 +1,16 @@
 #include "devastator.qh"
-#ifndef IMPLEMENTATION
-CLASS(Devastator, Weapon)
-/* ammotype  */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
-/* impulse   */ ATTRIB(Devastator, impulse, int, 9);
-/* flags     */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color     */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
-/* modelname */ ATTRIB(Devastator, mdl, string, "rl");
-#ifdef GAMEQC
-/* model     */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
-#endif
-/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
-/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
-/* wepimg    */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
-/* refname   */ ATTRIB(Devastator, netname, string, "devastator");
-/* wepname   */ ATTRIB(Devastator, m_name, string, _("Devastator"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, ammo, float, NONE) \
-        P(class, prefix, animtime, float, NONE) \
-        P(class, prefix, damageforcescale, float, NONE) \
-        P(class, prefix, damage, float, NONE) \
-        P(class, prefix, detonatedelay, float, NONE) \
-        P(class, prefix, edgedamage, float, NONE) \
-        P(class, prefix, force, float, NONE) \
-        P(class, prefix, guidedelay, float, NONE) \
-        P(class, prefix, guidegoal, float, NONE) \
-        P(class, prefix, guideratedelay, float, NONE) \
-        P(class, prefix, guiderate, float, NONE) \
-        P(class, prefix, guidestop, float, NONE) \
-        P(class, prefix, health, float, NONE) \
-        P(class, prefix, lifetime, float, NONE) \
-        P(class, prefix, radius, float, NONE) \
-        P(class, prefix, refire, float, NONE) \
-               P(class, prefix, reload_ammo, float, NONE) \
-               P(class, prefix, reload_time, float, NONE) \
-        P(class, prefix, remote_damage, float, NONE) \
-        P(class, prefix, remote_edgedamage, float, NONE) \
-        P(class, prefix, remote_force, float, NONE) \
-        P(class, prefix, remote_jump_damage, float, NONE) \
-        P(class, prefix, remote_jump_force, float, NONE) \
-        P(class, prefix, remote_jump_radius, float, NONE) \
-        P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
-        P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
-        P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
-        P(class, prefix, remote_radius, float, NONE) \
-        P(class, prefix, speedaccel, float, NONE) \
-        P(class, prefix, speedstart, float, NONE) \
-        P(class, prefix, speed, float, NONE) \
-               P(class, prefix, switchdelay_drop, float, NONE) \
-               P(class, prefix, switchdelay_raise, float, NONE) \
-               P(class, prefix, weaponreplace, string,NONE) \
-               P(class, prefix, weaponstartoverride, float, NONE) \
-               P(class, prefix, weaponstart, float, NONE) \
-               P(class, prefix, weaponthrowable, float, NONE) \
-       END()
-       W_PROPS(X, Devastator, devastator)
-#undef X
-
-ENDCLASS(Devastator)
-REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
 
 #ifdef SVQC
-.float rl_release[MAX_WEAPONSLOTS];
-.float rl_detonate_later;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
-spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
 
 .entity lastrocket;
 
 void W_Devastator_Unregister(entity this)
 {
-       if(this.realowner && this.realowner.lastrocket == this)
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-               {
-                       .entity weaponentity = weaponentities[slot];
-                       if(this.realowner.(weaponentity).lastrocket == this)
-                               this.realowner.(weaponentity).lastrocket = NULL;
-               }
-               // this.realowner.rl_release = 1;
+               .entity weaponentity = weaponentities[slot];
+               if(this.realowner.(weaponentity).lastrocket == this)
+                       this.realowner.(weaponentity).lastrocket = NULL;
        }
 }
 
@@ -112,19 +38,20 @@ void W_Devastator_Explode(entity this, entity directhitentity)
                NULL,
                WEP_CVAR(devastator, force),
                this.projectiledeathtype,
+               this.weaponentity_fld,
                directhitentity
        );
 
        Weapon thiswep = WEP_DEVASTATOR;
-       if(PS(this.realowner).m_weapon == thiswep)
+       .entity weaponentity = this.weaponentity_fld;
+       if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
-               if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
-               if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+               if(!(this.realowner.items & IT_UNLIMITED_AMMO))
                {
-                       this.realowner.cnt = WEP_DEVASTATOR.m_id;
-                       int slot = 0; // TODO: unhardcode
-                       ATTACK_FINISHED(this.realowner, slot) = time;
-                       PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
+                       this.realowner.cnt = thiswep.m_id;
+                       ATTACK_FINISHED(this.realowner, weaponentity) = time;
+                       this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
                }
        }
        delete(this);
@@ -144,8 +71,11 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
 
        bool handled_as_rocketjump = false;
        entity head = NULL;
+       bool allow_rocketjump = WEP_CVAR(devastator, remote_jump);
+       MUTATOR_CALLHOOK(AllowRocketJumping, allow_rocketjump);
+       allow_rocketjump = M_ARGV(0, bool);
 
-       if(WEP_CVAR(devastator, remote_jump_radius))
+       if(allow_rocketjump && WEP_CVAR(devastator, remote_jump_radius))
        {
                head = WarpZone_FindRadius(
                        this.origin,
@@ -185,6 +115,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                                                head,
                                                (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
                                                this.projectiledeathtype | HITTYPE_BOUNCE,
+                                               this.weaponentity_fld,
                                                NULL
                                        );
                                        break;
@@ -204,19 +135,19 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                NULL,
                WEP_CVAR(devastator, remote_force),
                this.projectiledeathtype | HITTYPE_BOUNCE,
+               this.weaponentity_fld,
                NULL
        );
 
        Weapon thiswep = WEP_DEVASTATOR;
-       if(PS(this.realowner).m_weapon == thiswep)
+       if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
-               if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
-               if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+               if(!(this.realowner.items & IT_UNLIMITED_AMMO))
                {
-                       this.realowner.cnt = WEP_DEVASTATOR.m_id;
-                       int slot = weaponslot(weaponentity);
-                       ATTACK_FINISHED(this.realowner, slot) = time;
-                       PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
+                       this.realowner.cnt = thiswep.m_id;
+                       ATTACK_FINISHED(this.realowner, weaponentity) = time;
+                       this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
                }
        }
        delete(this);
@@ -289,13 +220,11 @@ void W_Devastator_Think(entity this)
                this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
 
        // laser guided, or remote detonation
-       if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
+       .entity weaponentity = this.weaponentity_fld;
+       if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
        {
-               .entity weaponentity = this.weaponentity_fld;
-               int slot = weaponslot(weaponentity);
-
                if(this == this.realowner.(weaponentity).lastrocket)
-               if(!this.realowner.rl_release[slot])
+               if(!this.realowner.(weaponentity).rl_release)
                if(!PHYS_INPUT_BUTTON_ATCK2(this))
                if(WEP_CVAR(devastator, guiderate))
                if(time > this.pushltime)
@@ -307,11 +236,19 @@ void W_Devastator_Think(entity this)
                        else
                                f = 1;
 
+                       vector md = this.realowner.(weaponentity).movedir;
+                       vector vecs = ((md.x > 0) ? md : '0 0 0');
+
+                       vector dv = v_right * -vecs.y + v_up * vecs.z;
+
+                       if(!W_DualWielding(this.realowner))
+                               dv = '0 0 0'; // don't override!
+
                        velspeed = vlen(this.velocity);
 
                        makevectors(this.realowner.v_angle);
                        desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
-                       desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
+                       desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs + dv);
                        olddir = normalize(this.velocity);
 
                        // now it gets tricky... we want to move like some curve to approximate the target direction
@@ -351,26 +288,26 @@ void W_Devastator_Touch(entity this, entity toucher)
        W_Devastator_Explode(this, toucher);
 }
 
-void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                return;
 
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       this.health = this.health - damage;
+       TakeResource(this, RES_HEALTH, damage);
        this.angles = vectoangles(this.velocity);
 
-       if(this.health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
 }
 
-void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
@@ -380,7 +317,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        if(WEP_CVAR(devastator, detonatedelay) >= 0)
                missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
        else
-               missile.spawnshieldtime = -1;
+               missile.spawnshieldtime = -1; // NOTE: proximity based when rocket jumping
        missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
        missile.classname = "rocket";
        missile.bot_dodge = true;
@@ -388,14 +325,14 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        missile.takedamage = DAMAGE_YES;
        missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
-       missile.health = WEP_CVAR(devastator, health);
+       SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(devastator, health));
        missile.event_damage = W_Devastator_Damage;
        missile.damagedbycontents = true;
        IL_PUSH(g_damagedbycontents, missile);
 
        set_movetype(missile, MOVETYPE_FLY);
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
+       missile.projectiledeathtype = thiswep.m_id;
        setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
 
        setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
@@ -406,6 +343,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        setthink(missile, W_Devastator_Think);
        missile.nextthink = time;
        missile.cnt = time + WEP_CVAR(devastator, lifetime);
+       missile.rl_detonate_later = (fire & 2); // allow instant detonation
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
        IL_PUSH(g_bot_dodge, missile);
@@ -422,12 +360,17 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        // common properties
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+
+       if (time >= missile.nextthink)
+       {
+               getthink(missile)(missile);
+       }
 }
 
-METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
+METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     // aim and decide to fire if appropriate
-    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
+    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
     {
         // decide whether to detonate rockets
@@ -458,7 +401,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
         });
         float desirabledamage;
         desirabledamage = enemydamage;
-        if(time > actor.invincible_finished && time > actor.spawnshieldtime)
+        if(time > STAT(INVINCIBLE_FINISHED, actor) && time > actor.spawnshieldtime)
             desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
         if(teamplay && actor.team)
             desirabledamage = desirabledamage - teamdamage;
@@ -495,7 +438,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
         // but don't fire a new shot at the same time!
         if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
-        if((skill > 6.5) && (selfdamage > actor.health))
+        if((skill > 6.5) && (selfdamage > GetResource(actor, RES_HEALTH)))
             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
         //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
         //     dprint(ftos(desirabledamage),"\n");
@@ -505,25 +448,24 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
 
 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
+    if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     } else {
-       int slot = weaponslot(weaponentity);
         if(fire & 1)
         {
-            if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop))
+            if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop))
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
             {
-                W_Devastator_Attack(thiswep, actor, weaponentity);
+                W_Devastator_Attack(thiswep, actor, weaponentity, fire);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
-                actor.rl_release[slot] = 0;
+                actor.(weaponentity).rl_release = 0;
             }
         }
         else
-            actor.rl_release[slot] = 1;
+            actor.(weaponentity).rl_release = 1;
 
         if(fire & 2)
-        if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
+        if(actor.(weaponentity).m_switchweapon == thiswep)
         {
             bool rockfound = false;
             IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
@@ -539,24 +481,23 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
         }
     }
 }
-METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
+METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       actor.rl_release[slot] = 1;
+    actor.(weaponentity).rl_release = 1;
 }
-METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     #if 0
     // don't switch while guiding a missile
-    if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
+    if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
     {
         ammo_amount = false;
         if(WEP_CVAR(devastator, reload_ammo))
         {
-            if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+            if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
                 ammo_amount = true;
         }
-        else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+        else if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
             ammo_amount = true;
         return !ammo_amount;
     }
@@ -564,23 +505,23 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
     #if 0
     if(actor.rl_release == 0)
     {
-        LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
+        LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
         return true;
     }
     else
     {
-        ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
-        ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
-        LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+        LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
         return ammo_amount;
     }
     #else
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
-    ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(devastator, ammo);
     return ammo_amount;
     #endif
 }
-METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     return false;
 }
@@ -590,7 +531,7 @@ METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
     {
        .entity weaponentity = weaponentities[slot];
        actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
-       actor.rl_release[slot] = 0;
+       actor.(weaponentity).rl_release = 0;
     }
 }
 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
@@ -622,4 +563,3 @@ METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif