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Use SELFPARAM() in every function that uses self
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / blaster.qc
1 #ifndef IMPLEMENTATION
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 0.5",
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 #endif
49 #ifdef IMPLEMENTATION
50 #ifdef SVQC
51 void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
52 void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
53
54 void W_Blaster_Touch(void)
55 {SELFPARAM();
56         PROJECTILE_TOUCH;
57
58         self.event_damage = func_null;
59
60         RadiusDamage(
61                 self,
62                 self.realowner,
63                 self.blaster_damage,
64                 self.blaster_edgedamage,
65                 self.blaster_radius,
66                 world,
67                 world,
68                 self.blaster_force,
69                 self.projectiledeathtype,
70                 other
71         );
72
73         remove(self);
74 }
75
76 void W_Blaster_Think(void)
77 {SELFPARAM();
78         self.movetype = MOVETYPE_FLY;
79         self.think = SUB_Remove;
80         self.nextthink = time + self.blaster_lifetime;
81         CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
82 }
83
84 void W_Blaster_Attack(
85         float atk_deathtype,
86         float atk_shotangle,
87         float atk_damage,
88         float atk_edgedamage,
89         float atk_radius,
90         float atk_force,
91         float atk_speed,
92         float atk_spread,
93         float atk_delay,
94         float atk_lifetime)
95 {SELFPARAM();
96         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
97
98         W_SetupShot_Dir(self, s_forward, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, atk_damage);
99         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
100
101         entity missile = spawn();
102         missile.owner = missile.realowner = self;
103         missile.classname = "blasterbolt";
104         missile.bot_dodge = true;
105         missile.bot_dodgerating = atk_damage;
106         PROJECTILE_MAKETRIGGER(missile);
107
108         missile.blaster_damage = atk_damage;
109         missile.blaster_edgedamage = atk_edgedamage;
110         missile.blaster_radius = atk_radius;
111         missile.blaster_force = atk_force;
112         missile.blaster_lifetime = atk_lifetime;
113
114         setorigin(missile, w_shotorg);
115         setsize(missile, '0 0 0', '0 0 0');
116
117         W_SetupProjVelocity_Explicit(
118                 missile,
119                 w_shotdir,
120                 v_up,
121                 atk_speed,
122                 0,
123                 0,
124                 atk_spread,
125                 false
126         );
127
128         missile.angles = vectoangles(missile.velocity);
129
130         //missile.glow_color = 250; // 244, 250
131         //missile.glow_size = 120;
132
133         missile.touch = W_Blaster_Touch;
134         missile.flags = FL_PROJECTILE;
135         missile.missile_flags = MIF_SPLASH;
136         missile.projectiledeathtype = atk_deathtype;
137         missile.think = W_Blaster_Think;
138         missile.nextthink = time + atk_delay;
139
140         MUTATOR_CALLHOOK(EditProjectile, self, missile);
141
142         if(time >= missile.nextthink)
143         {
144                 entity oldself;
145                 oldself = self;
146                 self = missile;
147                 self.think();
148                 self = oldself;
149         }
150 }
151 bool W_Blaster(int request)
152 {SELFPARAM();
153         switch(request)
154         {
155                 case WR_AIM:
156                 {
157                         if(WEP_CVAR(blaster, secondary))
158                         {
159                                 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
160                                         { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
161                                 else
162                                         { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
163                         }
164                         else
165                                 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
166
167                         return true;
168                 }
169
170                 case WR_THINK:
171                 {
172                         if(self.BUTTON_ATCK)
173                         {
174                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
175                                 {
176                                         W_Blaster_Attack(
177                                                 WEP_BLASTER.m_id,
178                                                 WEP_CVAR_PRI(blaster, shotangle),
179                                                 WEP_CVAR_PRI(blaster, damage),
180                                                 WEP_CVAR_PRI(blaster, edgedamage),
181                                                 WEP_CVAR_PRI(blaster, radius),
182                                                 WEP_CVAR_PRI(blaster, force),
183                                                 WEP_CVAR_PRI(blaster, speed),
184                                                 WEP_CVAR_PRI(blaster, spread),
185                                                 WEP_CVAR_PRI(blaster, delay),
186                                                 WEP_CVAR_PRI(blaster, lifetime)
187                                         );
188                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
189                                 }
190                         }
191                         else if(self.BUTTON_ATCK2)
192                         {
193                                 switch(WEP_CVAR(blaster, secondary))
194                                 {
195                                         case 0: // switch to last used weapon
196                                         {
197                                                 if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
198                                                         W_LastWeapon();
199                                                 break;
200                                         }
201
202                                         case 1: // normal projectile secondary
203                                         {
204                                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
205                                                 {
206                                                         W_Blaster_Attack(
207                                                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
208                                                                 WEP_CVAR_SEC(blaster, shotangle),
209                                                                 WEP_CVAR_SEC(blaster, damage),
210                                                                 WEP_CVAR_SEC(blaster, edgedamage),
211                                                                 WEP_CVAR_SEC(blaster, radius),
212                                                                 WEP_CVAR_SEC(blaster, force),
213                                                                 WEP_CVAR_SEC(blaster, speed),
214                                                                 WEP_CVAR_SEC(blaster, spread),
215                                                                 WEP_CVAR_SEC(blaster, delay),
216                                                                 WEP_CVAR_SEC(blaster, lifetime)
217                                                         );
218                                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
219                                                 }
220
221                                                 break;
222                                         }
223                                 }
224                         }
225                         return true;
226                 }
227
228                 case WR_INIT:
229                 {
230                         precache_model(W_Model("g_laser.md3"));
231                         precache_model(W_Model("v_laser.md3"));
232                         precache_model(W_Model("h_laser.iqm"));
233                         precache_sound(W_Sound("lasergun_fire"));
234                         BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
235                         return true;
236                 }
237
238                 case WR_SETUP:
239                 {
240                         self.ammo_field = ammo_none;
241                         return true;
242                 }
243
244                 case WR_CHECKAMMO1:
245                 case WR_CHECKAMMO2:
246                 {
247                         return true; // laser has infinite ammo
248                 }
249
250                 case WR_CONFIG:
251                 {
252                         BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
253                         return true;
254                 }
255
256                 case WR_SUICIDEMESSAGE:
257                 {
258                         return WEAPON_BLASTER_SUICIDE;
259                 }
260
261                 case WR_KILLMESSAGE:
262                 {
263                         return WEAPON_BLASTER_MURDER;
264                 }
265         }
266         return false;
267 }
268 #endif
269 #ifdef CSQC
270 bool W_Blaster(int request)
271 {SELFPARAM();
272         switch(request)
273         {
274                 case WR_IMPACTEFFECT:
275                 {
276                         vector org2;
277                         org2 = w_org + w_backoff * 6;
278                         pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
279                         if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
280                         return true;
281                 }
282
283                 case WR_INIT:
284                 {
285                         precache_sound(W_Sound("laserimpact"));
286                         return true;
287                 }
288                 case WR_ZOOMRETICLE:
289                 {
290                         // no weapon specific image for this weapon
291                         return false;
292                 }
293         }
294         return false;
295 }
296 #endif
297 #endif