]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_blaster.qc
Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_blaster.qc
index b1e6b279d2cfd90f1b0e47f1734751b237289d7e..8eaff86e35241899d5a760600f858b451e1c11f6 100644 (file)
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ LASER,
-/* function */ W_Laser,
-/* ammotype */ 0,
-/* impulse  */ 1,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating   */ 0,
-/* model    */ "laser",
-/* netname  */ "laser",
-/* fullname */ _("Blaster")
+/* WEP_##id  */ BLASTER,
+/* function  */ W_Blaster,
+/* ammotype  */ ammo_none,
+/* impulse   */ 1,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ 0,
+/* color     */ '1 0.5 0.5',
+/* modelname */ "laser",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairlaser 0.5",
+/* wepimg    */ "weaponlaser",
+/* refname   */ "blaster",
+/* wepname   */ _("Blaster")
 );
+
+#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
+#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, delay) \
+       w_cvar(id, sn, BOTH, edgedamage) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, force_zscale) \
+       w_cvar(id, sn, BOTH, lifetime) \
+       w_cvar(id, sn, BOTH, radius) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, shotangle) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, NONE, secondary) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+.float blaster_damage;
+.float blaster_edgedamage;
+.float blaster_radius;
+.float blaster_force;
+.float blaster_lifetime;
+#endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_laser() { weapon_defaultspawnfunc(WEP_LASER); }
-void(float imp) W_SwitchWeapon;
-void() W_LastWeapon;
+void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER); }
+void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
 
-void SendCSQCShockwaveParticle(vector endpos) 
-{
-       //endpos = WarpZone_UnTransformOrigin(transform, endpos);
-       
-       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
-       WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
-       WriteCoord(MSG_BROADCAST, w_shotorg_x);
-       WriteCoord(MSG_BROADCAST, w_shotorg_y);
-       WriteCoord(MSG_BROADCAST, w_shotorg_z);
-       WriteCoord(MSG_BROADCAST, endpos_x);
-       WriteCoord(MSG_BROADCAST, endpos_y);
-       WriteCoord(MSG_BROADCAST, endpos_z);
-       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_max, 255));
-       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
-       WriteByte(MSG_BROADCAST, num_for_edict(self));
-}
-
-void W_Laser_Touch()
+void W_Blaster_Touch(void)
 {
        PROJECTILE_TOUCH;
 
        self.event_damage = func_null;
-       
-       if(self.dmg)
-               RadiusDamage(self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
-       else
-               RadiusDamage(self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
+
+       RadiusDamage(
+               self,
+               self.realowner,
+               self.blaster_damage,
+               self.blaster_edgedamage,
+               self.blaster_radius,
+               world,
+               world,
+               self.blaster_force,
+               self.projectiledeathtype,
+               other
+       );
 
        remove(self);
 }
 
-void W_Laser_Think()
+void W_Blaster_Think(void)
 {
        self.movetype = MOVETYPE_FLY;
        self.think = SUB_Remove;
-       
-       if(self.dmg)
-               self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
-       else
-               self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
-               
-       CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
+       self.nextthink = time + self.blaster_lifetime;
+       CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
 }
 
-void W_Laser_Attack(float issecondary)
+void W_Blaster_Attack(
+       float atk_deathtype,
+       float atk_shotangle,
+       float atk_damage,
+       float atk_edgedamage,
+       float atk_radius,
+       float atk_force,
+       float atk_speed,
+       float atk_spread,
+       float atk_delay,
+       float atk_lifetime)
 {
-       entity missile;
-       vector s_forward;
-       float a;
-
-       a = autocvar_g_balance_laser_primary_shotangle;
-       s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
-
-       //if(nodamage)
-       //      W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
-       /*else*/if(issecondary == 1)
-               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
-       else
-               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
+       vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
+
+       W_SetupShot_Dir(self, s_forward, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn();
+       entity missile = spawn();
        missile.owner = missile.realowner = self;
-       missile.classname = "laserbolt";
-       missile.dmg = 0;
-       missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
-
+       missile.classname = "blasterbolt";
+       missile.bot_dodge = true;
+       missile.bot_dodgerating = atk_damage;
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_LASER;
+
+       missile.blaster_damage = atk_damage;
+       missile.blaster_edgedamage = atk_edgedamage;
+       missile.blaster_radius = atk_radius;
+       missile.blaster_force = atk_force;
+       missile.blaster_lifetime = atk_lifetime;
 
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
+       W_SetupProjVelocity_Explicit(
+               missile,
+               w_shotdir,
+               v_up,
+               atk_speed,
+               0,
+               0,
+               atk_spread,
+               false
+       );
+
        missile.angles = vectoangles(missile.velocity);
+
        //missile.glow_color = 250; // 244, 250
        //missile.glow_size = 120;
-       missile.touch = W_Laser_Touch;
 
+       missile.touch = W_Blaster_Touch;
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
-
-       missile.think = W_Laser_Think;
-       missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
+       missile.missile_flags = MIF_SPLASH;
+       missile.projectiledeathtype = atk_deathtype;
+       missile.think = W_Blaster_Think;
+       missile.nextthink = time + atk_delay;
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 
@@ -113,121 +147,126 @@ void W_Laser_Attack(float issecondary)
                self = oldself;
        }
 }
-void W_Laser_Shockwave(void);
-void W_Laser_Melee(void);
-float W_Laser(float request)
+float W_Blaster(float request)
 {
        switch(request)
        {
                case WR_AIM:
                {
-                       if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range))
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+                       if(WEP_CVAR(blaster, secondary))
+                       {
+                               if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
+                                       { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+                               else
+                                       { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+                       }
                        else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
-                       return TRUE;
+                               { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+
+                       return true;
                }
-               
+
                case WR_THINK:
                {
-                       if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK)
+                       if(self.BUTTON_ATCK)
                        {
-                               if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
                                {
-                                       W_DecreaseAmmo(ammo_none, 1, TRUE);
-
-                                       if not(autocvar_g_balance_laser_primary)
-                                               W_Laser_Shockwave();
-                                       else
-                                               W_Laser_Attack(FALSE);
-
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+                                       W_Blaster_Attack(
+                                               WEP_BLASTER,
+                                               WEP_CVAR_PRI(blaster, shotangle),
+                                               WEP_CVAR_PRI(blaster, damage),
+                                               WEP_CVAR_PRI(blaster, edgedamage),
+                                               WEP_CVAR_PRI(blaster, radius),
+                                               WEP_CVAR_PRI(blaster, force),
+                                               WEP_CVAR_PRI(blaster, speed),
+                                               WEP_CVAR_PRI(blaster, spread),
+                                               WEP_CVAR_PRI(blaster, delay),
+                                               WEP_CVAR_PRI(blaster, lifetime)
+                                       );
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
                                }
                        }
                        else if(self.BUTTON_ATCK2)
                        {
-                               switch(autocvar_g_balance_laser_secondary)
+                               switch(WEP_CVAR(blaster, secondary))
                                {
                                        case 0: // switch to last used weapon
                                        {
-                                               if(self.switchweapon == WEP_LASER) // don't do this if already switching
+                                               if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
                                                        W_LastWeapon();
-
                                                break;
                                        }
 
                                        case 1: // normal projectile secondary
                                        {
-                                               if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
+                                               if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
                                                {
-                                                       W_DecreaseAmmo(ammo_none, 1, TRUE);
-                                                       W_Laser_Attack(TRUE);
-                                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+                                                       W_Blaster_Attack(
+                                                               WEP_BLASTER | HITTYPE_SECONDARY,
+                                                               WEP_CVAR_SEC(blaster, shotangle),
+                                                               WEP_CVAR_SEC(blaster, damage),
+                                                               WEP_CVAR_SEC(blaster, edgedamage),
+                                                               WEP_CVAR_SEC(blaster, radius),
+                                                               WEP_CVAR_SEC(blaster, force),
+                                                               WEP_CVAR_SEC(blaster, speed),
+                                                               WEP_CVAR_SEC(blaster, spread),
+                                                               WEP_CVAR_SEC(blaster, delay),
+                                                               WEP_CVAR_SEC(blaster, lifetime)
+                                                       );
+                                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
                                                }
 
                                                break;
                                        }
-
-                                       case 2: // melee attack secondary
-                                       {
-                                               if(!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
-                                               if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire))
-                                               {
-                                                       // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                                                       W_Laser_Melee();
-                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
-                                               }
-                                       }
                                }
                        }
-                       return TRUE;
+                       return true;
                }
-               
-               case WR_INIT: 
+
+               case WR_INIT:
                {
                        precache_model("models/weapons/g_laser.md3");
                        precache_model("models/weapons/v_laser.md3");
                        precache_model("models/weapons/h_laser.iqm");
                        precache_sound("weapons/lasergun_fire.wav");
-                       return TRUE;
+                       BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
-               
+
                case WR_SETUP:
                {
-                       self.current_ammo = ammo_none;
-                       return TRUE;
+                       self.ammo_field = ammo_none;
+                       return true;
                }
-               
+
                case WR_CHECKAMMO1:
                case WR_CHECKAMMO2:
                {
-                       return TRUE; // laser has infinite ammo
+                       return true; // laser has infinite ammo
                }
-               
-               case WR_RELOAD:
+
+               case WR_CONFIG:
                {
-                       W_Reload(0, "weapons/reload.wav");
-                       return TRUE;
+                       BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
-               
+
                case WR_SUICIDEMESSAGE:
                {
-                       return WEAPON_LASER_SUICIDE;
+                       return WEAPON_BLASTER_SUICIDE;
                }
-               
+
                case WR_KILLMESSAGE:
                {
-                       return WEAPON_LASER_MURDER;
+                       return WEAPON_BLASTER_MURDER;
                }
        }
-       
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float W_Laser(float request)
+float W_Blaster(float request)
 {
        switch(request)
        {
@@ -235,19 +274,23 @@ float W_Laser(float request)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 6;
-                       pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
+                       pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
                        if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
-                       return TRUE;
+                       return true;
                }
-               
+
                case WR_INIT:
                {
                        precache_sound("weapons/laserimpact.wav");
-                       return TRUE;
+                       return true;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return false;
                }
        }
-       
-       return TRUE;
+       return false;
 }
 #endif
 #endif