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