Cleanse the touch functions of the other evil
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / blaster.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Blaster, Weapon)
3 /* ammotype  */ //ATTRIB(Blaster, ammo_field, .int, ammo_none)
4 /* impulse   */ ATTRIB(Blaster, impulse, int, 1)
5 /* flags     */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
7 /* color     */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
8 /* modelname */ ATTRIB(Blaster, mdl, string, "laser");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
13 /* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
14 /* wepimg    */ ATTRIB(Blaster, model2, string, "weaponlaser");
15 /* refname   */ ATTRIB(Blaster, netname, string, "blaster");
16 /* wepname   */ ATTRIB(Blaster, m_name, string, _("Blaster"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, animtime, float, BOTH) \
21                 P(class, prefix, damage, float, BOTH) \
22                 P(class, prefix, delay, float, BOTH) \
23                 P(class, prefix, edgedamage, float, BOTH) \
24                 P(class, prefix, force, float, BOTH) \
25                 P(class, prefix, force_zscale, float, BOTH) \
26                 P(class, prefix, lifetime, float, BOTH) \
27                 P(class, prefix, radius, float, BOTH) \
28                 P(class, prefix, refire, float, BOTH) \
29                 P(class, prefix, secondary, float, NONE) \
30                 P(class, prefix, shotangle, float, BOTH) \
31                 P(class, prefix, speed, float, BOTH) \
32                 P(class, prefix, spread, float, BOTH) \
33         P(class, prefix, switchdelay_drop, float, NONE) \
34                 P(class, prefix, switchdelay_raise, float, NONE) \
35         P(class, prefix, weaponreplace, string, NONE) \
36         P(class, prefix, weaponstartoverride, float, NONE) \
37         P(class, prefix, weaponstart, float, NONE) \
38         P(class, prefix, weaponthrowable, float, NONE) \
39         END()
40         W_PROPS(X, Blaster, blaster)
41 #undef X
42
43 ENDCLASS(Blaster)
44 REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster));
45
46 #ifdef SVQC
47 .float blaster_damage;
48 .float blaster_edgedamage;
49 .float blaster_radius;
50 .float blaster_force;
51 .float blaster_lifetime;
52 #endif
53 #endif
54 #ifdef IMPLEMENTATION
55 #ifdef SVQC
56 spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
57 spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
58
59 void W_Blaster_Touch(entity this, entity toucher)
60 {
61         PROJECTILE_TOUCH(this, toucher);
62
63         this.event_damage = func_null;
64
65         RadiusDamage(
66                 this,
67                 this.realowner,
68                 this.blaster_damage,
69                 this.blaster_edgedamage,
70                 this.blaster_radius,
71                 NULL,
72                 NULL,
73                 this.blaster_force,
74                 this.projectiledeathtype,
75                 toucher
76         );
77
78         remove(this);
79 }
80
81 void W_Blaster_Think(entity this)
82 {
83         this.movetype = MOVETYPE_FLY;
84         setthink(this, SUB_Remove);
85         this.nextthink = time + this.blaster_lifetime;
86         CSQCProjectile(this, true, PROJECTILE_BLASTER, true);
87 }
88
89 void W_Blaster_Attack(
90         entity actor,
91         float atk_deathtype,
92         float atk_shotangle,
93         float atk_damage,
94         float atk_edgedamage,
95         float atk_radius,
96         float atk_force,
97         float atk_speed,
98         float atk_spread,
99         float atk_delay,
100         float atk_lifetime)
101 {
102         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
103
104         W_SetupShot_Dir(actor, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage);
105         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
106
107         entity missile = new(blasterbolt);
108         missile.owner = missile.realowner = actor;
109         missile.bot_dodge = true;
110         missile.bot_dodgerating = atk_damage;
111         PROJECTILE_MAKETRIGGER(missile);
112
113         missile.blaster_damage = atk_damage;
114         missile.blaster_edgedamage = atk_edgedamage;
115         missile.blaster_radius = atk_radius;
116         missile.blaster_force = atk_force;
117         missile.blaster_lifetime = atk_lifetime;
118
119         setorigin(missile, w_shotorg);
120         setsize(missile, '0 0 0', '0 0 0');
121
122         W_SetupProjVelocity_Explicit(
123                 missile,
124                 w_shotdir,
125                 v_up,
126                 atk_speed,
127                 0,
128                 0,
129                 atk_spread,
130                 false
131         );
132
133         missile.angles = vectoangles(missile.velocity);
134
135         //missile.glow_color = 250; // 244, 250
136         //missile.glow_size = 120;
137
138         settouch(missile, W_Blaster_Touch);
139         missile.flags = FL_PROJECTILE;
140         missile.missile_flags = MIF_SPLASH;
141         missile.projectiledeathtype = atk_deathtype;
142         setthink(missile, W_Blaster_Think);
143         missile.nextthink = time + atk_delay;
144
145         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
146
147         if (time >= missile.nextthink)
148         {
149                 getthink(missile)(missile);
150         }
151 }
152
153 METHOD(Blaster, wr_aim, void(entity thiswep, entity actor))
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             { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
159         else
160             { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
161     }
162     else
163         { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
164 }
165
166 METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
167 {
168     if(fire & 1)
169     {
170         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire)))
171         {
172             W_Blaster_Attack(
173                 actor,
174                 WEP_BLASTER.m_id,
175                 WEP_CVAR_PRI(blaster, shotangle),
176                 WEP_CVAR_PRI(blaster, damage),
177                 WEP_CVAR_PRI(blaster, edgedamage),
178                 WEP_CVAR_PRI(blaster, radius),
179                 WEP_CVAR_PRI(blaster, force),
180                 WEP_CVAR_PRI(blaster, speed),
181                 WEP_CVAR_PRI(blaster, spread),
182                 WEP_CVAR_PRI(blaster, delay),
183                 WEP_CVAR_PRI(blaster, lifetime)
184             );
185             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
186         }
187     }
188     else if(fire & 2)
189     {
190         switch(WEP_CVAR(blaster, secondary))
191         {
192             case 0: // switch to last used weapon
193             {
194                 if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
195                     W_LastWeapon(actor);
196                 break;
197             }
198
199             case 1: // normal projectile secondary
200             {
201                 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
202                 {
203                     W_Blaster_Attack(
204                         actor,
205                         WEP_BLASTER.m_id | 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(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
217                 }
218
219                 break;
220             }
221         }
222     }
223 }
224
225 METHOD(Blaster, wr_setup, void(entity thiswep, entity actor))
226 {
227     actor.ammo_field = ammo_none;
228 }
229
230 METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor))
231 {
232     return true; // infinite ammo
233 }
234
235 METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor))
236 {
237     return true; // blaster has infinite ammo
238 }
239
240 METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep))
241 {
242     return WEAPON_BLASTER_SUICIDE;
243 }
244
245 METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
246 {
247     return WEAPON_BLASTER_MURDER;
248 }
249
250 #endif
251 #ifdef CSQC
252
253 METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor))
254 {
255     vector org2;
256     org2 = w_org + w_backoff * 6;
257     pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
258     if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
259 }
260
261 #endif
262 #endif