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Unify boolean constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_blaster.qc
1 #ifdef REGISTER_WEAPON
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 0.4",
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 #else
49 #ifdef SVQC
50 void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER); }
51 void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
52
53 void W_Blaster_Touch(void)
54 {
55         PROJECTILE_TOUCH;
56
57         self.event_damage = func_null;
58
59         RadiusDamage(
60                 self,
61                 self.realowner,
62                 self.blaster_damage,
63                 self.blaster_edgedamage,
64                 self.blaster_radius,
65                 world,
66                 world,
67                 self.blaster_force,
68                 self.projectiledeathtype,
69                 other
70         );
71         
72         remove(self);
73 }
74
75 void W_Blaster_Think(void)
76 {
77         self.movetype = MOVETYPE_FLY;
78         self.think = SUB_Remove;
79         self.nextthink = time + self.blaster_lifetime;
80         CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
81 }
82
83 void W_Blaster_Attack(
84         float atk_deathtype,
85         float atk_shotangle,
86         float atk_damage,
87         float atk_edgedamage,
88         float atk_radius,
89         float atk_force,
90         float atk_speed,
91         float atk_spread,
92         float atk_delay,
93         float atk_lifetime)
94 {
95         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
96
97         W_SetupShot_Dir(self, s_forward, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
98         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
99
100         entity missile = spawn();
101         missile.owner = missile.realowner = self;
102         missile.classname = "blasterbolt";
103         missile.bot_dodge = true;
104         missile.bot_dodgerating = atk_damage;
105         PROJECTILE_MAKETRIGGER(missile);
106
107         missile.blaster_damage = atk_damage;
108         missile.blaster_edgedamage = atk_edgedamage;
109         missile.blaster_radius = atk_radius;
110         missile.blaster_force = atk_force;
111         missile.blaster_lifetime = atk_lifetime;
112
113         setorigin(missile, w_shotorg);
114         setsize(missile, '0 0 0', '0 0 0');
115         
116         W_SetupProjVelocity_Explicit(
117                 missile,
118                 w_shotdir,
119                 v_up,
120                 atk_speed,
121                 0,
122                 0,
123                 atk_spread,
124                 false
125         );
126
127         missile.angles = vectoangles(missile.velocity);
128
129         //missile.glow_color = 250; // 244, 250
130         //missile.glow_size = 120;
131
132         missile.touch = W_Blaster_Touch;
133         missile.flags = FL_PROJECTILE;
134         missile.missile_flags = MIF_SPLASH;
135         missile.projectiledeathtype = atk_deathtype; 
136         missile.think = W_Blaster_Think;
137         missile.nextthink = time + atk_delay;
138
139         other = missile; MUTATOR_CALLHOOK(EditProjectile);
140
141         if(time >= missile.nextthink)
142         {
143                 entity oldself;
144                 oldself = self;
145                 self = missile;
146                 self.think();
147                 self = oldself;
148         }
149 }
150 float W_Blaster(float request)
151 {
152         switch(request)
153         {
154                 case WR_AIM:
155                 {
156                         if(WEP_CVAR(blaster, secondary))
157                         {
158                                 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
159                                         { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
160                                 else
161                                         { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
162                         }
163                         else
164                                 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
165
166                         return true;
167                 }
168                 
169                 case WR_THINK:
170                 {
171                         if(self.BUTTON_ATCK)
172                         {
173                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
174                                 {
175                                         W_Blaster_Attack(
176                                                 WEP_BLASTER,
177                                                 WEP_CVAR_PRI(blaster, shotangle),
178                                                 WEP_CVAR_PRI(blaster, damage),
179                                                 WEP_CVAR_PRI(blaster, edgedamage),
180                                                 WEP_CVAR_PRI(blaster, radius),
181                                                 WEP_CVAR_PRI(blaster, force),
182                                                 WEP_CVAR_PRI(blaster, speed),
183                                                 WEP_CVAR_PRI(blaster, spread),
184                                                 WEP_CVAR_PRI(blaster, delay),
185                                                 WEP_CVAR_PRI(blaster, lifetime)
186                                         );
187                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
188                                 }
189                         }
190                         else if(self.BUTTON_ATCK2)
191                         {
192                                 switch(WEP_CVAR(blaster, secondary))
193                                 {
194                                         case 0: // switch to last used weapon
195                                         {
196                                                 if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
197                                                         W_LastWeapon();
198                                                 break;
199                                         }
200
201                                         case 1: // normal projectile secondary
202                                         {
203                                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
204                                                 {
205                                                         W_Blaster_Attack(
206                                                                 WEP_BLASTER | HITTYPE_SECONDARY,
207                                                                 WEP_CVAR_SEC(blaster, shotangle),
208                                                                 WEP_CVAR_SEC(blaster, damage),
209                                                                 WEP_CVAR_SEC(blaster, edgedamage),
210                                                                 WEP_CVAR_SEC(blaster, radius),
211                                                                 WEP_CVAR_SEC(blaster, force),
212                                                                 WEP_CVAR_SEC(blaster, speed),
213                                                                 WEP_CVAR_SEC(blaster, spread),
214                                                                 WEP_CVAR_SEC(blaster, delay),
215                                                                 WEP_CVAR_SEC(blaster, lifetime)
216                                                         );
217                                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
218                                                 }
219
220                                                 break;
221                                         }
222                                 }
223                         }
224                         return true;
225                 }
226                 
227                 case WR_INIT: 
228                 {
229                         precache_model("models/weapons/g_laser.md3");
230                         precache_model("models/weapons/v_laser.md3");
231                         precache_model("models/weapons/h_laser.iqm");
232                         precache_sound("weapons/lasergun_fire.wav");
233                         BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
234                         return true;
235                 }
236                 
237                 case WR_SETUP:
238                 {
239                         self.ammo_field = ammo_none;
240                         return true;
241                 }
242                 
243                 case WR_CHECKAMMO1:
244                 case WR_CHECKAMMO2:
245                 {
246                         return true; // laser has infinite ammo
247                 }
248                 
249                 case WR_CONFIG:
250                 {
251                         BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
252                         return true;
253                 }
254                 
255                 case WR_SUICIDEMESSAGE:
256                 {
257                         return WEAPON_BLASTER_SUICIDE;
258                 }
259                 
260                 case WR_KILLMESSAGE:
261                 {
262                         return WEAPON_BLASTER_MURDER;
263                 }
264         }
265         return false;
266 }
267 #endif
268 #ifdef CSQC
269 float W_Blaster(float request)
270 {
271         switch(request)
272         {
273                 case WR_IMPACTEFFECT:
274                 {
275                         vector org2;
276                         org2 = w_org + w_backoff * 6;
277                         pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
278                         if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
279                         return true;
280                 }
281                 
282                 case WR_INIT:
283                 {
284                         precache_sound("weapons/laserimpact.wav");
285                         return true;
286                 }
287                 case WR_ZOOMRETICLE:
288                 {
289                         // no weapon specific image for this weapon
290                         return false;
291                 }
292         }
293         return false;
294 }
295 #endif
296 #endif