X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=3fa50ff0445565e0543a1dee20225326ecba2a7c;hb=468b023e4b41cbd40bae363aa136b102a63fc811;hp=074b76053882051306d3daac23a1f78f127537d1;hpb=fa9b4da73e5a48423237dfc709700fc0a206f024;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index 074b76053..010ca4fe8 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -1,98 +1,102 @@ +#include "hlac.qh" #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* WEP_##id */ HLAC, -/* function */ W_HLAC, -/* ammotype */ ammo_cells, -/* impulse */ 6, -/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, -/* rating */ BOT_PICKUP_RATING_MID, -/* color */ '0 1 0', -/* modelname */ "hlac", -/* simplemdl */ "foobar", -/* crosshair */ "gfx/crosshairhlac 0.6", -/* wepimg */ "weaponhlac", -/* refname */ "hlac", -/* wepname */ _("Heavy Laser Assault Cannon") -); - -#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac) -#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, lifetime) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, spread_crouchmod) \ - w_cvar(id, sn, PRI, spread_add) \ - w_cvar(id, sn, PRI, spread_max) \ - w_cvar(id, sn, PRI, spread_min) \ - w_cvar(id, sn, NONE, secondary) \ - w_cvar(id, sn, SEC, shots) \ - w_cvar(id, sn, SEC, spread) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) - -#ifdef SVQC -HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) +CLASS(HLAC, Weapon) +/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(HLAC, impulse, int, 6); +/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); +/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0'); +/* modelname */ ATTRIB(HLAC, mdl, string, "hlac"); +#ifdef GAMEQC +/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM); #endif +/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac"); +/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6); +/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac"); +/* refname */ ATTRIB(HLAC, netname, string, "hlac"); +/* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shots, float, SEC) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, spread, float, SEC) \ + P(class, prefix, spread_add, float, PRI) \ + P(class, prefix, spread_crouchmod, float, BOTH) \ + P(class, prefix, spread_max, float, PRI) \ + P(class, prefix, spread_min, float, PRI) \ + 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, HLAC, hlac) +#undef X + +ENDCLASS(HLAC) +REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); + + #endif #ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC.m_id); } +spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } -void W_HLAC_Touch(void) -{SELFPARAM(); +void W_HLAC_Touch(entity this, entity toucher) +{ float isprimary; - PROJECTILE_TOUCH; + PROJECTILE_TOUCH(this, toucher); - self.event_damage = func_null; + this.event_damage = func_null; - isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY); + isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); - RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other); + RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher); - remove(self); + delete(this); } -void W_HLAC_Attack(void) -{SELFPARAM(); +void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity) +{ entity missile; float spread; - W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity); - spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter); + spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter); spread = min(spread,WEP_CVAR_PRI(hlac, spread_max)); - if(self.crouch) + if(actor.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); if(!autocvar_g_norecoil) { - self.punchangle_x = random() - 0.5; - self.punchangle_y = random() - 0.5; + actor.punchangle_x = random() - 0.5; + actor.punchangle_y = random() - 0.5; } - missile = spawn(); - missile.owner = missile.realowner = self; - missile.classname = "hlacbolt"; + missile = new(hlacbolt); + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); setorigin(missile, w_shotorg); @@ -101,41 +105,42 @@ void W_HLAC_Attack(void) W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc - missile.touch = W_HLAC_Touch; - missile.think = SUB_Remove; + settouch(missile, W_HLAC_Touch); + setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.projectiledeathtype = WEP_HLAC.m_id; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_HLAC_Attack2(void) -{SELFPARAM(); +void W_HLAC_Attack2(entity actor, .entity weaponentity) +{ entity missile; float spread; spread = WEP_CVAR_SEC(hlac, spread); - if(self.crouch) + if(actor.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - missile = spawn(); - missile.owner = missile.realowner = self; - missile.classname = "hlacbolt"; + missile = new(hlacbolt); + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); setorigin(missile, w_shotorg); @@ -144,168 +149,132 @@ void W_HLAC_Attack2(void) W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc - missile.touch = W_HLAC_Touch; - missile.think = SUB_Remove; + settouch(missile, W_HLAC_Touch); + setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } // weapon frames -void W_HLAC_Attack_Frame(void) -{SELFPARAM(); - if(self.weapon != self.switchweapon) // abort immediately if switching +void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) +{ + if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching { - w_ready(); + w_ready(thiswep, actor, weaponentity, fire); return; } - if(self.BUTTON_ATCK) + if(PHYS_INPUT_BUTTON_ATCK(actor)) { - if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) - if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { - W_SwitchWeapon_Force(self, w_getbestweapon(self)); - w_ready(); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); + w_ready(thiswep, actor, weaponentity, fire); return; } - ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(); - W_HLAC_Attack(); - self.misc_bulletcounter = self.misc_bulletcounter + 1; - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); + int slot = weaponslot(weaponentity); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); + W_HLAC_Attack(WEP_HLAC, actor, weaponentity); + actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } else { - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready); } } -void W_HLAC_Attack2_Frame(void) -{SELFPARAM(); +void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity) +{ float i; - W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) - W_HLAC_Attack2(); + W_HLAC_Attack2(actor, weaponentity); if(!autocvar_g_norecoil) { - self.punchangle_x = random() - 0.5; - self.punchangle_y = random() - 0.5; + actor.punchangle_x = random() - 0.5; + actor.punchangle_y = random() - 0.5; } } -bool W_HLAC(int req) -{SELFPARAM(); - float ammo_amount; - switch(req) - { - case WR_AIM: - { - self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); - return true; - } - case WR_THINK: - { - if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload - WEP_ACTION(self.weapon, WR_RELOAD); - else if(self.BUTTON_ATCK) - { - if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire))) - { - self.misc_bulletcounter = 0; - W_HLAC_Attack(); - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); - } - } - - else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary)) - { - if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire))) - { - W_HLAC_Attack2_Frame(); - weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); - } - } - - return true; - } - case WR_INIT: - { - precache_sound(W_Sound("lasergun_fire")); - HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; - } - case WR_CHECKAMMO1: - { - ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); - return ammo_amount; - } - case WR_CHECKAMMO2: - { - ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); - return ammo_amount; - } - case WR_CONFIG: - { - HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; - } - case WR_RELOAD: - { - W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), W_Sound("reload")); - return true; - } - case WR_SUICIDEMESSAGE: - { - return WEAPON_HLAC_SUICIDE; - } - case WR_KILLMESSAGE: - { - return WEAPON_HLAC_MURDER; - } - } - return false; +METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) +{ + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); +} +METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) + { + actor.(weaponentity).misc_bulletcounter = 0; + W_HLAC_Attack(thiswep, actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); + } + } + + else if((fire & 2) && WEP_CVAR(hlac, secondary)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) + { + W_HLAC_Attack2_Frame(thiswep, actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); + } + } +} +METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); + return ammo_amount; +} +METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); + return ammo_amount; +} +METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); +} +METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_HLAC_SUICIDE; +} +METHOD(HLAC, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_HLAC_MURDER; } + #endif #ifdef CSQC -bool W_HLAC(int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: - { - vector org2; - org2 = w_org + w_backoff * 6; - pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1); - if(!w_issilent) - sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); - return true; - } - case WR_INIT: - { - precache_sound(W_Sound("laserimpact")); - return true; - } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; +METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 6; + pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } + #endif #endif