fb1d9fcdbe1cc2749464d35b1f9b78075db318df
[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 spawnfunc(weapon_hlac) { 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, self, 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, entity actor, bool fire1, bool fire2)
165 {
166         if(actor.weapon != actor.switchweapon) // abort immediately if switching
167         {
168                 w_ready(thiswep, actor, fire1, fire2);
169                 return;
170         }
171
172         if(actor.BUTTON_ATCK)
173         {
174                 Weapon w = get_weaponinfo(actor.weapon);
175                 if(!w.wr_checkammo1(w))
176                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
177                 {
178                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
179                         w_ready(thiswep, actor, fire1, fire2);
180                         return;
181                 }
182
183                 ATTACK_FINISHED(actor) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
184                 W_HLAC_Attack(WEP_HLAC);
185                 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
186         weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
187         }
188         else
189         {
190                 weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
191         }
192 }
193
194 void W_HLAC_Attack2_Frame(Weapon thiswep)
195 {SELFPARAM();
196     float i;
197
198         W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo));
199
200     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
201         W_HLAC_Attack2();
202
203         if(!autocvar_g_norecoil)
204         {
205                 self.punchangle_x = random() - 0.5;
206                 self.punchangle_y = random() - 0.5;
207         }
208 }
209
210                 METHOD(HLAC, wr_aim, void(entity thiswep))
211                 {
212                         self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
213                 }
214                 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
215                 {
216                         if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
217                                 Weapon w = get_weaponinfo(actor.weapon);
218                                 w.wr_reload(w);
219                         } else if(fire1)
220                         {
221                                 if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(hlac, refire)))
222                                 {
223                                         actor.misc_bulletcounter = 0;
224                                         W_HLAC_Attack(thiswep);
225                                         weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
226                                 }
227                         }
228
229                         else if(fire2 && WEP_CVAR(hlac, secondary))
230                         {
231                                 if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(hlac, refire)))
232                                 {
233                                         W_HLAC_Attack2_Frame(thiswep);
234                                         weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
235                                 }
236                         }
237                 }
238                 METHOD(HLAC, wr_init, void(entity thiswep))
239                 {
240                         HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
241                 }
242                 METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
243                 {
244                         float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
245                         ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
246                         return ammo_amount;
247                 }
248                 METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
249                 {
250                         float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
251                         ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
252                         return ammo_amount;
253                 }
254                 METHOD(HLAC, wr_config, void(entity thiswep))
255                 {
256                         HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
257                 }
258                 METHOD(HLAC, wr_reload, void(entity thiswep))
259                 {
260                         W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
261                 }
262                 METHOD(HLAC, wr_suicidemessage, int(entity thiswep))
263                 {
264                         return WEAPON_HLAC_SUICIDE;
265                 }
266                 METHOD(HLAC, wr_killmessage, int(entity thiswep))
267                 {
268                         return WEAPON_HLAC_MURDER;
269                 }
270
271 #endif
272 #ifdef CSQC
273
274                 METHOD(HLAC, wr_impacteffect, void(entity thiswep))
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)
280                                 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
281                 }
282
283 #endif
284 #endif