]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_fireball.qc
Some balance fixes for arc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_fireball.qc
index 83fe87ad2dfe066743d87ff91ce6ac2330e12d87..a5bca22cd16ac1e3cadd9bfa734383f4c19a9cb6 100644 (file)
@@ -1,52 +1,62 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ FIREBALL,
-/* function */ w_fireball,
-/* ammotype */ 0,
-/* impulse  */ 9,
-/* flags    */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
-/* rating   */ BOT_PICKUP_RATING_MID,
-/* model    */ "fireball",
-/* netname  */ "fireball",
-/* fullname */ _("Fireball")
+/* WEP_##id  */ FIREBALL,
+/* function  */ W_Fireball,
+/* ammotype  */ ammo_none,
+/* impulse   */ 9,
+/* flags     */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* color     */ '1 0.5 0',
+/* modelname */ "fireball",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairfireball",
+/* wepimg    */ "weaponfireball",
+/* refname   */ "fireball",
+/* wepname   */ _("Fireball")
 );
-#define FIREBALL_SETTINGS(weapon) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, laserburntime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, laserdamage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, laseredgedamage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, laserradius) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  edgedamage) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  force) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  radius) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  health) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  refire2) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  bfgdamage) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  bfgforce) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  bfgradius) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  damagetime) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  speed_up) \
-       WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
-       WEP_ADD_PROP(weapon, reloading_time, reload_time) \
-       WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
-       WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
+#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, damageforcescale) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, BOTH, lifetime) \
+       w_cvar(id, sn, BOTH, laserburntime) \
+       w_cvar(id, sn, BOTH, laserdamage) \
+       w_cvar(id, sn, BOTH, laseredgedamage) \
+       w_cvar(id, sn, BOTH, laserradius) \
+       w_cvar(id, sn, PRI,  edgedamage) \
+       w_cvar(id, sn, PRI,  force) \
+       w_cvar(id, sn, PRI,  radius) \
+       w_cvar(id, sn, PRI,  health) \
+       w_cvar(id, sn, PRI,  refire2) \
+       w_cvar(id, sn, PRI,  bfgdamage) \
+       w_cvar(id, sn, PRI,  bfgforce) \
+       w_cvar(id, sn, PRI,  bfgradius) \
+       w_cvar(id, sn, SEC,  damagetime) \
+       w_cvar(id, sn, SEC,  speed_up) \
+       w_cvar(id, sn, SEC,  speed_z) \
+       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
-FIREBALL_SETTINGS(fireball)
+FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float bot_primary_fireballmooth; // whatever a mooth is
 .vector fireball_impactvec;
 .float fireball_primarytime;
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); }
+void spawnfunc_weapon_fireball(void) { weapon_defaultspawnfunc(WEP_FIREBALL); }
 
-void W_Fireball_Explode (void)
+void W_Fireball_Explode(void)
 {
        entity e;
        float dist;
@@ -59,7 +69,7 @@ void W_Fireball_Explode (void)
 
        // 1. dist damage
        d = (self.realowner.health + self.realowner.armorvalue);
-       RadiusDamage (self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
        if(self.realowner.health + self.realowner.armorvalue >= d)
        if(!self.cnt)
        {
@@ -68,7 +78,7 @@ void W_Fireball_Explode (void)
                // 2. bfg effect
                // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
                for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
-               if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self))
+               if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
                {
                        // can we see fireball?
                        traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
@@ -93,13 +103,13 @@ void W_Fireball_Explode (void)
                }
        }
 
-       remove (self);
+       remove(self);
 }
 
-void W_Fireball_TouchExplode (void)
+void W_Fireball_TouchExplode(void)
 {
        PROJECTILE_TOUCH;
-       W_Fireball_Explode ();
+       W_Fireball_Explode();
 }
 
 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
@@ -113,7 +123,7 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage,
 
        RandomSelection_Init();
        for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
-       if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self))
+       if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
        {
                p = e.origin;
                p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
@@ -136,7 +146,7 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage,
        }
 }
 
-void W_Fireball_Think()
+void W_Fireball_Think(void)
 {
        if(time > self.pushltime)
        {
@@ -151,31 +161,31 @@ void W_Fireball_Think()
        self.nextthink = time + 0.1;
 }
 
-void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Fireball_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
        if(self.health <= 0)
                return;
-               
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
-               
+
        self.health = self.health - damage;
-       if (self.health <= 0)
+       if(self.health <= 0)
        {
                self.cnt = 1;
                W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
        }
 }
 
-void W_Fireball_Attack1()
+void W_Fireball_Attack1(void)
 {
        entity proj;
 
-       W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
 
        pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn ();
+       proj = spawn();
        proj.classname = "plasma_prim";
        proj.owner = proj.realowner = self;
        proj.bot_dodge = TRUE;
@@ -194,13 +204,13 @@ void W_Fireball_Attack1()
        setorigin(proj, w_shotorg);
 
        proj.movetype = MOVETYPE_FLY;
-       W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
+       W_SetupProjVelocity_PRI(proj, fireball);
        proj.angles = vectoangles(proj.velocity);
        proj.touch = W_Fireball_TouchExplode;
        setsize(proj, '-16 -16 -16', '16 16 16');
        proj.flags = FL_PROJECTILE;
     proj.missile_flags = MIF_SPLASH | MIF_PROXY;
-    
+
        CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
 
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
@@ -208,43 +218,43 @@ void W_Fireball_Attack1()
 
 void W_Fireball_AttackEffect(float i, vector f_diff)
 {
-       W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
+       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
        w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
        pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 }
 
-void W_Fireball_Attack1_Frame4()
+void W_Fireball_Attack1_Frame4(void)
 {
        W_Fireball_Attack1();
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
 }
 
-void W_Fireball_Attack1_Frame3()
+void W_Fireball_Attack1_Frame3(void)
 {
        W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
 }
 
-void W_Fireball_Attack1_Frame2()
+void W_Fireball_Attack1_Frame2(void)
 {
        W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
 }
 
-void W_Fireball_Attack1_Frame1()
+void W_Fireball_Attack1_Frame1(void)
 {
        W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
 }
 
-void W_Fireball_Attack1_Frame0()
+void W_Fireball_Attack1_Frame0(void)
 {
        W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
-       sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
+       sound(self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
 }
 
-void W_Firemine_Think()
+void W_Fireball_Firemine_Think(void)
 {
        if(time > self.pushltime)
        {
@@ -270,10 +280,10 @@ void W_Firemine_Think()
        self.nextthink = time + 0.1;
 }
 
-void W_Firemine_Touch (void)
+void W_Fireball_Firemine_Touch(void)
 {
        PROJECTILE_TOUCH;
-       if (other.takedamage == DAMAGE_AIM)
+       if(other.takedamage == DAMAGE_AIM)
        if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
        {
                remove(self);
@@ -282,7 +292,7 @@ void W_Firemine_Touch (void)
        self.projectiledeathtype |= HITTYPE_BOUNCE;
 }
 
-void W_Fireball_Attack2()
+void W_Fireball_Attack2(void)
 {
        entity proj;
        vector f_diff;
@@ -311,33 +321,33 @@ void W_Fireball_Attack2()
 
        pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn ();
+       proj = spawn();
        proj.owner = proj.realowner = self;
        proj.classname = "grenade";
        proj.bot_dodge = TRUE;
        proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
        proj.movetype = MOVETYPE_BOUNCE;
        proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
-       proj.touch = W_Firemine_Touch;
+       proj.touch = W_Fireball_Firemine_Touch;
        PROJECTILE_MAKETRIGGER(proj);
        setsize(proj, '-4 -4 -4', '4 4 4');
        setorigin(proj, w_shotorg);
-       proj.think = W_Firemine_Think;
+       proj.think = W_Fireball_Firemine_Think;
        proj.nextthink = time;
        proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
        proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
-       W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
+       W_SetupProjVelocity_UP_SEC(proj, fireball);
 
        proj.angles = vectoangles(proj.velocity);
        proj.flags = FL_PROJECTILE;
     proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
-    
+
        CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
 
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-float w_fireball(float req)
+float W_Fireball(float req)
 {
        switch(req)
        {
@@ -345,7 +355,7 @@ float w_fireball(float req)
                {
                        self.BUTTON_ATCK = FALSE;
                        self.BUTTON_ATCK2 = FALSE;
-                       if (self.bot_primary_fireballmooth == 0)
+                       if(self.bot_primary_fireballmooth == 0)
                        {
                                if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE))
                                {
@@ -366,18 +376,18 @@ float w_fireball(float req)
                }
                case WR_THINK:
                {
-                       if (self.BUTTON_ATCK)
+                       if(self.BUTTON_ATCK)
                        {
-                               if (time >= self.fireball_primarytime)
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
+                               if(time >= self.fireball_primarytime)
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
                                {
                                        W_Fireball_Attack1_Frame0();
                                        self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
                                }
                        }
-                       else if (self.BUTTON_ATCK2)
+                       else if(self.BUTTON_ATCK2)
                        {
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
                                {
                                        W_Fireball_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
@@ -388,19 +398,19 @@ float w_fireball(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_fireball.md3");
-                       precache_model ("models/weapons/v_fireball.md3");
-                       precache_model ("models/weapons/h_fireball.iqm");
-                       precache_model ("models/sphere/sphere.md3");
-                       precache_sound ("weapons/fireball_fire.wav");
-                       precache_sound ("weapons/fireball_fire2.wav");
-                       precache_sound ("weapons/fireball_prefire2.wav");
-                       WEP_SET_PROPS(FIREBALL_SETTINGS(fireball), WEP_FIREBALL)
+                       precache_model("models/weapons/g_fireball.md3");
+                       precache_model("models/weapons/v_fireball.md3");
+                       precache_model("models/weapons/h_fireball.iqm");
+                       precache_model("models/sphere/sphere.md3");
+                       precache_sound("weapons/fireball_fire.wav");
+                       precache_sound("weapons/fireball_fire2.wav");
+                       precache_sound("weapons/fireball_prefire2.wav");
+                       FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_SETUP:
                {
-                       self.current_ammo = ammo_none;
+                       self.ammo_field = ammo_none;
                        return TRUE;
                }
                case WR_CHECKAMMO1:
@@ -410,7 +420,7 @@ float w_fireball(float req)
                }
                case WR_CONFIG:
                {
-                       WEP_CONFIG_SETTINGS(FIREBALL_SETTINGS(fireball))
+                       FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
                        return TRUE;
                }
                case WR_RESETPLAYER:
@@ -433,11 +443,11 @@ float w_fireball(float req)
                                return WEAPON_FIREBALL_MURDER_BLAST;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
-float w_fireball(float req)
+float W_Fireball(float req)
 {
        switch(req)
        {
@@ -463,9 +473,13 @@ float w_fireball(float req)
                        precache_sound("weapons/fireball_impact2.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif