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Begin fixing ammo field usage
[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_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating   */ 0,
9 /* model    */ "laser",
10 /* netname  */ "laser",
11 /* fullname */ _("Blaster")
12 );
13
14 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
15 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16         w_cvar(id, sn, MO_BOTH, animtime) \
17         w_cvar(id, sn, MO_BOTH, damage) \
18         w_cvar(id, sn, MO_BOTH, delay) \
19         w_cvar(id, sn, MO_BOTH, edgedamage) \
20         w_cvar(id, sn, MO_BOTH, force) \
21         w_cvar(id, sn, MO_BOTH, lifetime) \
22         w_cvar(id, sn, MO_BOTH, radius) \
23         w_cvar(id, sn, MO_BOTH, refire) \
24         w_cvar(id, sn, MO_BOTH, shotangle) \
25         w_cvar(id, sn, MO_BOTH, speed) \
26         w_cvar(id, sn, MO_BOTH, spread) \
27         w_cvar(id, sn, MO_NONE, secondary) \
28         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
29         w_prop(id, sn, float,  reloading_time, reload_time) \
30         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
31         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
32         w_prop(id, sn, string, weaponreplace, weaponreplace) \
33         w_prop(id, sn, float,  weaponstart, weaponstart) \
34         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
35
36 #ifdef SVQC
37 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
38 .float blaster_damage;
39 .float blaster_edgedamage;
40 .float blaster_radius;
41 .float blaster_force;
42 .float blaster_lifetime;
43 #endif
44 #else
45 #ifdef SVQC
46 void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
47 void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
48
49 void W_Blaster_Touch()
50 {
51         PROJECTILE_TOUCH;
52
53         self.event_damage = func_null;
54
55         RadiusDamage(
56                 self,
57                 self.realowner,
58                 self.blaster_damage,
59                 self.blaster_edgedamage,
60                 self.blaster_radius,
61                 world,
62                 world,
63                 self.blaster_force,
64                 self.projectiledeathtype,
65                 other
66         );
67         
68         remove(self);
69 }
70
71 void W_Blaster_Think()
72 {
73         self.movetype = MOVETYPE_FLY;
74         self.think = SUB_Remove;
75         self.nextthink = time + self.blaster_lifetime;
76         CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
77 }
78
79 void W_Blaster_Attack(
80         float atk_shotangle,
81         float atk_damage,
82         float atk_edgedamage,
83         float atk_radius,
84         float atk_force,
85         float atk_speed,
86         float atk_spread,
87         float atk_delay,
88         float atk_lifetime)
89 {
90         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
91
92         W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
93         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
94
95         entity missile = spawn();
96         missile.owner = missile.realowner = self;
97         missile.classname = "blasterbolt";
98         missile.bot_dodge = TRUE;
99         missile.bot_dodgerating = atk_damage;
100         PROJECTILE_MAKETRIGGER(missile);
101
102         missile.blaster_damage = atk_damage;
103         missile.blaster_edgedamage = atk_edgedamage;
104         missile.blaster_radius = atk_radius;
105         missile.blaster_force = atk_force;
106         missile.blaster_lifetime = atk_lifetime;
107
108         setorigin(missile, w_shotorg);
109         setsize(missile, '0 0 0', '0 0 0');
110         
111         W_SetupProjectileVelocityEx(
112                 missile,
113                 w_shotdir,
114                 v_up,
115                 atk_speed,
116                 0,
117                 0,
118                 atk_spread,
119                 FALSE
120         );
121         
122         missile.angles = vectoangles(missile.velocity);
123         
124         //missile.glow_color = 250; // 244, 250
125         //missile.glow_size = 120;
126
127         missile.touch = W_Blaster_Touch;
128         missile.flags = FL_PROJECTILE;
129         missile.missile_flags = MIF_SPLASH;
130         missile.projectiledeathtype = WEP_BLASTER; 
131         missile.think = W_Blaster_Think;
132         missile.nextthink = time + atk_delay;
133
134         other = missile; MUTATOR_CALLHOOK(EditProjectile);
135
136         if(time >= missile.nextthink)
137         {
138                 entity oldself;
139                 oldself = self;
140                 self = missile;
141                 self.think();
142                 self = oldself;
143         }
144 }
145 float W_Blaster(float request)
146 {
147         switch(request)
148         {
149                 case WR_AIM:
150                 {
151                         if(WEP_CVAR(blaster, secondary))
152                         {
153                                 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
154                                         { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
155                                 else
156                                         { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
157                         }
158                         else
159                                 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
160
161                         return TRUE;
162                 }
163                 
164                 case WR_THINK:
165                 {
166                         if(WEP_CVAR(blaster, reload_ammo) && self.clip_load < 1) // forced reload
167                         {
168                                 WEP_ACTION(self.weapon, WR_RELOAD);
169                         }
170                         else if(self.BUTTON_ATCK)
171                         {
172                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
173                                 {
174                                         W_DecreaseAmmo(ammo_none, 1, TRUE); // WEAPONTODO is this necessary?
175                                         W_Blaster_Attack(
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_DecreaseAmmo(ammo_none, 1, TRUE);
205                                                         W_Blaster_Attack(
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_SKIPCVAR, WEP_SET_PROP)
233                         return TRUE;
234                 }
235                 
236                 case WR_SETUP:
237                 {
238                         self.current_ammo = 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_RELOAD:
255                 {
256                         W_Reload(0, "weapons/reload.wav");
257                         return TRUE;
258                 }
259                 
260                 case WR_SUICIDEMESSAGE:
261                 {
262                         return WEAPON_LASER_SUICIDE;
263                 }
264                 
265                 case WR_KILLMESSAGE:
266                 {
267                         return WEAPON_LASER_MURDER;
268                 }
269         }
270         
271         return TRUE;
272 }
273 #endif
274 #ifdef CSQC
275 float W_Blaster(float request)
276 {
277         switch(request)
278         {
279                 case WR_IMPACTEFFECT:
280                 {
281                         vector org2;
282                         org2 = w_org + w_backoff * 6;
283                         pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
284                         if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
285                         return TRUE;
286                 }
287                 
288                 case WR_INIT:
289                 {
290                         precache_sound("weapons/laserimpact.wav");
291                         return TRUE;
292                 }
293         }
294         
295         return TRUE;
296 }
297 #endif
298 #endif