Offhand: fix machinegun (still needs .clip_load > 0)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
1 #ifndef IMPLEMENTATION
2 CLASS(HLAC, Weapon)
3 /* ammotype  */ ATTRIB(HLAC, ammo_field, .int, ammo_cells)
4 /* impulse   */ ATTRIB(HLAC, impulse, int, 6)
5 /* flags     */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color     */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
8 /* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
13 /* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(HLAC, model2, string, "weaponhlac");
15 /* refname   */ ATTRIB(HLAC, netname, string, "hlac");
16 /* wepname   */ ATTRIB(HLAC, message, string, _("Heavy Laser Assault Cannon"));
17 ENDCLASS(HLAC)
18 REGISTER_WEAPON(HLAC, NEW(HLAC));
19
20 #define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
21 #define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, BOTH, ammo) \
23         w_cvar(id, sn, BOTH, animtime) \
24         w_cvar(id, sn, BOTH, damage) \
25         w_cvar(id, sn, BOTH, edgedamage) \
26         w_cvar(id, sn, BOTH, force) \
27         w_cvar(id, sn, BOTH, lifetime) \
28         w_cvar(id, sn, BOTH, radius) \
29         w_cvar(id, sn, BOTH, refire) \
30         w_cvar(id, sn, BOTH, speed) \
31         w_cvar(id, sn, BOTH, spread_crouchmod) \
32         w_cvar(id, sn, PRI,  spread_add) \
33         w_cvar(id, sn, PRI,  spread_max) \
34         w_cvar(id, sn, PRI,  spread_min) \
35         w_cvar(id, sn, NONE, secondary) \
36         w_cvar(id, sn, SEC,  shots) \
37         w_cvar(id, sn, SEC,  spread) \
38         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
39         w_prop(id, sn, float,  reloading_time, reload_time) \
40         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
41         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
42         w_prop(id, sn, string, weaponreplace, weaponreplace) \
43         w_prop(id, sn, float,  weaponstart, weaponstart) \
44         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
45         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
46
47 #ifdef SVQC
48 HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
49 #endif
50 #endif
51 #ifdef IMPLEMENTATION
52 #ifdef SVQC
53 void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC.m_id); }
54
55 void W_HLAC_Touch(void)
56 {SELFPARAM();
57         float isprimary;
58
59         PROJECTILE_TOUCH;
60
61         self.event_damage = func_null;
62
63         isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
64
65         RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other);
66
67         remove(self);
68 }
69
70 void W_HLAC_Attack(Weapon thiswep)
71 {SELFPARAM();
72         entity missile;
73     float spread;
74
75         W_DecreaseAmmo(thiswep, WEP_CVAR_PRI(hlac, ammo));
76
77     spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
78     spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
79     if(self.crouch)
80         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
81
82         W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
83         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
84         if(!autocvar_g_norecoil)
85         {
86                 self.punchangle_x = random() - 0.5;
87                 self.punchangle_y = random() - 0.5;
88         }
89
90         missile = spawn();
91         missile.owner = missile.realowner = self;
92         missile.classname = "hlacbolt";
93         missile.bot_dodge = true;
94
95     missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
96
97         missile.movetype = MOVETYPE_FLY;
98         PROJECTILE_MAKETRIGGER(missile);
99
100         setorigin(missile, w_shotorg);
101         setsize(missile, '0 0 0', '0 0 0');
102
103         W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
104         //missile.angles = vectoangles(missile.velocity); // csqc
105
106         missile.touch = W_HLAC_Touch;
107         missile.think = SUB_Remove;
108
109     missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
110
111         missile.flags = FL_PROJECTILE;
112         missile.projectiledeathtype = WEP_HLAC.m_id;
113
114         CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
115
116         MUTATOR_CALLHOOK(EditProjectile, self, missile);
117 }
118
119 void W_HLAC_Attack2(void)
120 {SELFPARAM();
121         entity missile;
122     float spread;
123
124     spread = WEP_CVAR_SEC(hlac, spread);
125
126
127     if(self.crouch)
128         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
129
130         W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
131         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
132
133         missile = spawn();
134         missile.owner = missile.realowner = self;
135         missile.classname = "hlacbolt";
136         missile.bot_dodge = true;
137
138     missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
139
140         missile.movetype = MOVETYPE_FLY;
141         PROJECTILE_MAKETRIGGER(missile);
142
143         setorigin(missile, w_shotorg);
144         setsize(missile, '0 0 0', '0 0 0');
145
146         W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
147         //missile.angles = vectoangles(missile.velocity); // csqc
148
149         missile.touch = W_HLAC_Touch;
150         missile.think = SUB_Remove;
151
152     missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
153
154         missile.flags = FL_PROJECTILE;
155         missile.missile_flags = MIF_SPLASH;
156         missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
157
158         CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
159
160         MUTATOR_CALLHOOK(EditProjectile, self, missile);
161 }
162
163 // weapon frames
164 void W_HLAC_Attack_Frame(Weapon thiswep, bool fire1, bool fire2)
165 {SELFPARAM();
166         if(self.weapon != self.switchweapon) // abort immediately if switching
167         {
168                 w_ready(thiswep, fire1, fire2);
169                 return;
170         }
171
172         if(self.BUTTON_ATCK)
173         {
174                 if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
175                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
176                 {
177                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
178                         w_ready(thiswep, fire1, fire2);
179                         return;
180                 }
181
182                 ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
183                 W_HLAC_Attack(WEP_HLAC);
184                 self.misc_bulletcounter = self.misc_bulletcounter + 1;
185         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
186         }
187         else
188         {
189                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
190         }
191 }
192
193 void W_HLAC_Attack2_Frame(Weapon thiswep)
194 {SELFPARAM();
195     float i;
196
197         W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(hlac, ammo));
198
199     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
200         W_HLAC_Attack2();
201
202         if(!autocvar_g_norecoil)
203         {
204                 self.punchangle_x = random() - 0.5;
205                 self.punchangle_y = random() - 0.5;
206         }
207 }
208
209                 METHOD(HLAC, wr_aim, bool(entity thiswep))
210                 {
211                         self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
212                         return true;
213                 }
214                 METHOD(HLAC, wr_think, bool(entity thiswep, bool fire1, bool fire2))
215                 {
216                         if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
217                                 _WEP_ACTION(self.weapon, WR_RELOAD);
218                         else if(fire1)
219                         {
220                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
221                                 {
222                                         self.misc_bulletcounter = 0;
223                                         W_HLAC_Attack(thiswep);
224                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
225                                 }
226                         }
227
228                         else if(fire2 && WEP_CVAR(hlac, secondary))
229                         {
230                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
231                                 {
232                                         W_HLAC_Attack2_Frame(thiswep);
233                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
234                                 }
235                         }
236
237                         return true;
238                 }
239                 METHOD(HLAC, wr_init, bool(entity thiswep))
240                 {
241                         HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
242                         return true;
243                 }
244                 METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
245                 {
246                         float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
247                         ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
248                         return ammo_amount;
249                 }
250                 METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
251                 {
252                         float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
253                         ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
254                         return ammo_amount;
255                 }
256                 METHOD(HLAC, wr_config, bool(entity thiswep))
257                 {
258                         HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
259                         return true;
260                 }
261                 METHOD(HLAC, wr_reload, bool(entity thiswep))
262                 {
263                         W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
264                         return true;
265                 }
266                 METHOD(HLAC, wr_suicidemessage, bool(entity thiswep))
267                 {
268                         return WEAPON_HLAC_SUICIDE;
269                 }
270                 METHOD(HLAC, wr_killmessage, bool(entity thiswep))
271                 {
272                         return WEAPON_HLAC_MURDER;
273                 }
274
275 #endif
276 #ifdef CSQC
277
278                 METHOD(HLAC, wr_impacteffect, bool(entity thiswep))
279                 {
280                         vector org2;
281                         org2 = w_org + w_backoff * 6;
282                         pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
283                         if(!w_issilent)
284                                 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
285
286                         return true;
287                 }
288                 METHOD(HLAC, wr_init, bool(entity thiswep))
289                 {
290                         return true;
291                 }
292                 METHOD(HLAC, wr_zoomreticle, bool(entity thiswep))
293                 {
294                         // no weapon specific image for this weapon
295                         return false;
296                 }
297
298 #endif
299 #endif