]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hook.qc
Even more floats to bool/int
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hook.qc
index 4c277069d5a19460126953310bb25f168ee2b555..1c05c23d69c2ca84bf3a3a4abcc2abb884d36f34 100644 (file)
@@ -1,41 +1,48 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ HOOK,
-/* function */ w_hook,
-/* ammotype */ IT_CELLS|IT_FUEL,
-/* impulse  */ 0,
-/* flags    */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating   */ 0,
-/* model    */ "hookgun",
-/* netname  */ "hook",
-/* fullname */ _("Grappling Hook")
+/* WEP_##id  */ HOOK,
+/* function  */ W_Hook,
+/* ammotype  */ ammo_fuel,
+/* impulse   */ 0,
+/* flags     */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ 0,
+/* color     */ '0 0.5 0',
+/* modelname */ "hookgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairhook 0.5",
+/* wepimg    */ "weaponhook",
+/* refname   */ "hook",
+/* wepname   */ _("Grappling Hook")
 );
 
-#define HOOK_SETTINGS(weapon) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  hooked_ammo) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  hooked_time_free) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  hooked_time_max) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  damage) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  duration) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  edgedamage) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  force) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  gravity) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  lifetime) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  power) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  radius) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  speed) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  health) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  damageforcescale) \
-       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 HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
+#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, PRI,  ammo) \
+       w_cvar(id, sn, PRI,  hooked_ammo) \
+       w_cvar(id, sn, PRI,  hooked_time_free) \
+       w_cvar(id, sn, PRI,  hooked_time_max) \
+       w_cvar(id, sn, SEC,  damage) \
+       w_cvar(id, sn, SEC,  duration) \
+       w_cvar(id, sn, SEC,  edgedamage) \
+       w_cvar(id, sn, SEC,  force) \
+       w_cvar(id, sn, SEC,  gravity) \
+       w_cvar(id, sn, SEC,  lifetime) \
+       w_cvar(id, sn, SEC,  power) \
+       w_cvar(id, sn, SEC,  radius) \
+       w_cvar(id, sn, SEC,  speed) \
+       w_cvar(id, sn, SEC,  health) \
+       w_cvar(id, sn, SEC,  damageforcescale) \
+       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
-HOOK_SETTINGS(hook)
+HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 
 .float dmg;
 .float dmg_edge;
@@ -51,18 +58,18 @@ HOOK_SETTINGS(hook)
 #else
 #ifdef SVQC
 
-void spawnfunc_weapon_hook()
+void spawnfunc_weapon_hook(void)
 {
        if(g_grappling_hook) // offhand hook
        {
-               startitem_failed = TRUE;
+               startitem_failed = true;
                remove(self);
                return;
        }
        weapon_defaultspawnfunc(WEP_HOOK);
 }
 
-void W_Hook_ExplodeThink (void)
+void W_Hook_ExplodeThink(void)
 {
        float dt, dmg_remaining_next, f;
 
@@ -72,9 +79,9 @@ void W_Hook_ExplodeThink (void)
        f = self.dmg_last - dmg_remaining_next;
        self.dmg_last = dmg_remaining_next;
 
-       RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
+       RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
        self.projectiledeathtype |= HITTYPE_BOUNCE;
-       //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
+       //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
 
        if(dt < self.dmg_duration)
                self.nextthink = time + 0.05; // soon
@@ -82,7 +89,7 @@ void W_Hook_ExplodeThink (void)
                remove(self);
 }
 
-void W_Hook_Explode2 (void)
+void W_Hook_Explode2(void)
 {
        self.event_damage = func_null;
        self.touch = func_null;
@@ -101,37 +108,37 @@ void W_Hook_Explode2 (void)
        self.movetype = MOVETYPE_NONE;
 }
 
-void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
-               
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
-               return; // g_projectiles_damage says to halt    
-       
+
+       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)
                W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
 }
 
-void W_Hook_Touch2 (void)
+void W_Hook_Touch2(void)
 {
        PROJECTILE_TOUCH;
        self.use();
 }
 
-void W_Hook_Attack2()
+void W_Hook_Attack2(void)
 {
        entity gren;
 
-       W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hook, ammo), FALSE);
-       W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+       //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
+       W_SetupShot(self, false, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
 
-       gren = spawn ();
+       gren = spawn();
        gren.owner = gren.realowner = self;
        gren.classname = "hookbomb";
-       gren.bot_dodge = TRUE;
+       gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
        gren.movetype = MOVETYPE_TOSS;
        PROJECTILE_MAKETRIGGER(gren);
@@ -143,12 +150,12 @@ void W_Hook_Attack2()
        gren.think = adaptor_think2use_hittype_splash;
        gren.use = W_Hook_Explode2;
        gren.touch = W_Hook_Touch2;
-       
+
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_SEC(hook, health);
        gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
        gren.event_damage = W_Hook_Damage;
-       gren.damagedbycontents = TRUE;
+       gren.damagedbycontents = true;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
 
        gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
@@ -156,46 +163,46 @@ void W_Hook_Attack2()
                gren.velocity = gren.velocity + self.velocity;
 
        gren.gravity = WEP_CVAR_SEC(hook, gravity);
-       //W_SetupProjectileVelocity(gren); // just falling down!
+       //W_SetupProjVelocity_Basic(gren); // just falling down!
 
        gren.angles = '0 0 0';
        gren.flags = FL_PROJECTILE;
 
-       CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
+       CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
 
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-float w_hook(float req)
+bool W_Hook(int req)
 {
        float hooked_time_max, hooked_fuel;
-               
+
        switch(req)
        {
                case WR_AIM:
                {
                        // no bot AI for hook (yet?)
-                       return TRUE;
+                       return true;
                }
                case WR_THINK:
                {
-                       if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+                       if(self.BUTTON_ATCK || self.BUTTON_HOOK)
                        {
                                if(!self.hook)
-                               if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
-                               if not(self.hook_state & HOOK_FIRING)
-                               if (time > self.hook_refire)
-                               if (weapon_prepareattack(0, -1))
+                               if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
+                               if(!(self.hook_state & HOOK_FIRING))
+                               if(time > self.hook_refire)
+                               if(weapon_prepareattack(0, -1))
                                {
-                                       W_DecreaseAmmo(ammo_fuel, WEP_CVAR_PRI(hook, ammo), FALSE);
+                                       W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
                                        self.hook_state |= HOOK_FIRING;
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);                             
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
                                }
                        }
 
-                       if (self.BUTTON_ATCK2)
+                       if(self.BUTTON_ATCK2)
                        {
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
                                {
                                        W_Hook_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
@@ -208,29 +215,29 @@ float w_hook(float req)
                                self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
 
                                // hook also inhibits health regeneration, but only for 1 second
-                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                        self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
                        }
 
                        if(self.hook && self.hook.state == 1)
                        {
-                               hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);                  
-                               if (hooked_time_max > 0)
+                               hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
+                               if(hooked_time_max > 0)
                                {
-                                       if ( time > self.hook_time_hooked + hooked_time_max )
+                                       if( time > self.hook_time_hooked + hooked_time_max )
                                                self.hook_state |= HOOK_REMOVING;
                                }
-                               
+
                                hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
-                               if (hooked_fuel > 0)
+                               if(hooked_fuel > 0)
                                {
-                                       if ( time > self.hook_time_fueldecrease )
+                                       if( time > self.hook_time_fueldecrease )
                                        {
-                                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                                {
-                                                       if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
+                                                       if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
                                                        {
-                                                               W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
+                                                               W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
                                                                self.hook_time_fueldecrease = time;
                                                                // decrease next frame again
                                                        }
@@ -246,24 +253,24 @@ float w_hook(float req)
                        }
                        else
                        {
-                               self.hook_time_hooked = time;                           
+                               self.hook_time_hooked = time;
                                self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
                        }
 
-                       if (self.BUTTON_CROUCH)
+                       if(self.BUTTON_CROUCH)
                        {
-                               self.hook_state &~= HOOK_PULLING;
-                               if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
-                                       self.hook_state &~= HOOK_RELEASING;
+                               self.hook_state &= ~HOOK_PULLING;
+                               if(self.BUTTON_ATCK || self.BUTTON_HOOK)
+                                       self.hook_state &= ~HOOK_RELEASING;
                                else
                                        self.hook_state |= HOOK_RELEASING;
                        }
                        else
                        {
                                self.hook_state |= HOOK_PULLING;
-                               self.hook_state &~= HOOK_RELEASING;
+                               self.hook_state &= ~HOOK_RELEASING;
 
-                               if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+                               if(self.BUTTON_ATCK || self.BUTTON_HOOK)
                                {
                                        // already fired
                                        if(self.hook)
@@ -272,33 +279,27 @@ float w_hook(float req)
                                else
                                {
                                        self.hook_state |= HOOK_REMOVING;
-                                       self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
+                                       self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_hookgun.md3");
-                       precache_model ("models/weapons/v_hookgun.md3");
-                       precache_model ("models/weapons/h_hookgun.iqm");
-                       precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
-                       precache_sound ("weapons/hook_fire.wav");
-                       precache_sound ("weapons/hookbomb_fire.wav");
-                       #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
-                       #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_HOOK,weapon,prop,name)
-                       HOOK_SETTINGS(hook)
-                       #undef WEP_ADD_CVAR
-                       #undef WEP_ADD_PROP
-                       return TRUE;
+                       precache_model("models/weapons/g_hookgun.md3");
+                       precache_model("models/weapons/v_hookgun.md3");
+                       precache_model("models/weapons/h_hookgun.iqm");
+                       precache_sound("weapons/hook_impact.wav"); // done by g_hook.qc
+                       precache_sound("weapons/hook_fire.wav");
+                       precache_sound("weapons/hookbomb_fire.wav");
+                       HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_SETUP:
                {
-                       weapon_setup(WEP_HOOK);
-                       self.current_ammo = ammo_fuel;
-                       self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
-                       return TRUE;
+                       self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
@@ -309,32 +310,33 @@ float w_hook(float req)
                }
                case WR_CHECKAMMO2:
                {
-                       return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo);
+                       // infinite ammo for now
+                       return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
                }
                case WR_CONFIG:
                {
-                       WEP_CONFIG_SETTINGS(HOOK_SETTINGS(hook))
-                       return TRUE;
+                       HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RESETPLAYER:
                {
                        self.hook_refire = time;
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
-                       return FALSE;
+                       return false;
                }
                case WR_KILLMESSAGE:
                {
                        return WEAPON_HOOK_MURDER;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float w_hook(float req)
+bool W_Hook(int req)
 {
        switch(req)
        {
@@ -345,16 +347,21 @@ float w_hook(float req)
                        pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
                        if(!w_issilent)
                                sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
-                               
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/hookbomb_impact.wav");
-                       return TRUE;
+                       return true;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif