]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'master' into TimePath/unified_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index c101a8c8ab326f79fd8d0e72972d00d30b0fc2b5..0ec1d7a09c4a005bb99b482df3524d5d7dd7d141 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ ARC,
-/* function  */ W_Arc,
-/* ammotype  */ ammo_cells,
-/* impulse   */ 3,
-/* flags     */ WEP_FLAG_NORMAL,
-/* rating    */ BOT_PICKUP_RATING_HIGH,
-/* color     */ '1 1 1',
-/* modelname */ "arc",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.7",
-/* wepimg    */ "weaponarc",
-/* refname   */ "arc",
-/* wepname   */ _("Arc")
-);
+CLASS(Arc, Weapon)
+/* ammotype  */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
+/* impulse   */ ATTRIB(Arc, impulse, int, 3)
+/* flags     */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
+/* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color     */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
+/* modelname */ ATTRIB(Arc, mdl, string, "arc");
+#ifndef MENUQC
+/* model     */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
+#endif
+/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
+/* wepimg    */ ATTRIB(Arc, model2, string, "weaponarc");
+/* refname   */ ATTRIB(Arc, netname, string, "arc");
+/* wepname   */ ATTRIB(Arc, message, string, _("Arc"));
+ENDCLASS(Arc)
+REGISTER_WEAPON(ARC, NEW(Arc));
 
 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -82,7 +84,7 @@ const int ARC_SF_LOCALMASK =   14;
 #ifdef SVQC
 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .entity arc_beam;
-.float arc_BUTTON_ATCK_prev; // for better animation control
+.bool arc_BUTTON_ATCK_prev; // for better animation control
 .float beam_prev;
 .float beam_initialized;
 .float beam_bursting;
@@ -126,10 +128,10 @@ vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+spawnfunc(weapon_arc) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
 
 float W_Arc_Beam_Send(entity to, int sf)
-{
+{SELFPARAM();
        WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
 
        // Truncate information when this beam is displayed to the owner client
@@ -213,7 +215,7 @@ void Arc_Player_SetHeat(entity player)
 }
 
 void W_Arc_Beam_Think(void)
-{
+{SELFPARAM();
        if(self != self.owner.arc_beam)
        {
                remove(self);
@@ -267,20 +269,20 @@ void W_Arc_Beam_Think(void)
                        {
                                Send_Effect_("arc_overheat",
                                        self.beam_start, self.beam_wantdir, 1 );
-                               sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
                        }
                }
 
                if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
-               entity oldself = self;
-               self = self.owner;
-               if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
+               setself(self.owner);
+               Weapon w = WEP_ARC;
+               if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
                        W_SwitchToOtherWeapon(self);
                }
-               self = oldself;
+               setself(this);
                remove(self);
                return;
        }
@@ -576,11 +578,11 @@ void W_Arc_Beam_Think(void)
 }
 
 void W_Arc_Beam(float burst)
-{
+{SELFPARAM();
 
        // only play fire sound if 1 sec has passed since player let go the fire button
        if(time - self.beam_prev > 1)
-               sound(self, CH_WEAPON_A, W_Sound("arc_fire"), VOL_BASE, ATTN_NORM);
+               sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
 
        entity beam = self.arc_beam = spawn();
        beam.classname = "W_Arc_Beam";
@@ -593,14 +595,11 @@ void W_Arc_Beam(float burst)
        beam.beam_bursting = burst;
        Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
 
-       entity oldself = self;
-       self = beam;
-       self.think();
-       self = oldself;
+       WITH(entity, self, beam, beam.think());
 }
 
 void Arc_Smoke()
-{
+{SELFPARAM();
        makevectors(self.v_angle);
        W_SetupShot_Range(self,true,0,"",0,0,0);
 
@@ -615,7 +614,7 @@ void Arc_Smoke()
                        if ( !self.arc_smoke_sound )
                        {
                                self.arc_smoke_sound = 1;
-                               sound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop_overheat"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
                        }
                }
        }
@@ -631,16 +630,13 @@ void Arc_Smoke()
                !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
        {
                self.arc_smoke_sound = 0;
-               sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+               sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
        }
 }
 
-bool W_Arc(int req)
-{
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(Arc, wr_aim, void(entity thiswep))
                {
+                       SELFPARAM();
                        if(WEP_CVAR(arc, beam_botaimspeed))
                        {
                                self.BUTTON_ATCK = bot_aim(
@@ -659,74 +655,64 @@ bool W_Arc(int req)
                                        false
                                );
                        }
-                       return true;
                }
-               case WR_THINK:
+               METHOD(Arc, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
                {
-                       Arc_Player_SetHeat(self);
+                       Arc_Player_SetHeat(actor);
                        Arc_Smoke();
 
-                       if ( self.arc_overheat <= time )
-                       if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
+                       if (time >= actor.arc_overheat)
+                       if (fire1 || fire2 || actor.arc_beam.beam_bursting)
                        {
 
-                               if(self.arc_BUTTON_ATCK_prev)
+                               if(actor.arc_BUTTON_ATCK_prev)
                                {
                                        #if 0
-                                       if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
-                                               weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+                                       if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
+                                               weapon_thinkf(actor, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
                                        else
                                        #endif
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
                                }
 
-                               if((!self.arc_beam) || wasfreed(self.arc_beam))
+                               if((!actor.arc_beam) || wasfreed(actor.arc_beam))
                                {
-                                       if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
+                                       if(weapon_prepareattack(actor, fire2, 0))
                                        {
-                                               W_Arc_Beam(!!self.BUTTON_ATCK2);
+                                               W_Arc_Beam(fire2);
 
-                                               if(!self.arc_BUTTON_ATCK_prev)
+                                               if(!actor.arc_BUTTON_ATCK_prev)
                                                {
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                                                       self.arc_BUTTON_ATCK_prev = 1;
+                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                                       actor.arc_BUTTON_ATCK_prev = true;
                                                }
                                        }
                                }
 
-                               return true;
+                               return;
                        }
 
-                       if(self.arc_BUTTON_ATCK_prev != 0)
+                       if(actor.arc_BUTTON_ATCK_prev)
                        {
-                               sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
-                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                               ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+                               sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+                               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                               ATTACK_FINISHED(actor) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
                        }
-                       self.arc_BUTTON_ATCK_prev = 0;
+                       actor.arc_BUTTON_ATCK_prev = false;
 
                        #if 0
-                       if(self.BUTTON_ATCK2)
-                       if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
+                       if(fire2)
+                       if(weapon_prepareattack(actor, true, autocvar_g_balance_arc_secondary_refire))
                        {
                                W_Arc_Attack2();
-                               self.arc_count = autocvar_g_balance_arc_secondary_count;
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
-                               self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+                               actor.arc_count = autocvar_g_balance_arc_secondary_count;
+                               weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+                               actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
                        }
                        #endif
-
-                       return true;
                }
-               case WR_INIT:
+               METHOD(Arc, wr_init, void(entity thiswep))
                {
-                       precache_model(W_Model("g_arc.md3"));
-                       precache_model(W_Model("v_arc.md3"));
-                       precache_model(W_Model("h_arc.iqm"));
-                       precache_sound(W_Sound("arc_fire"));
-                       precache_sound(W_Sound("arc_loop"));
-                       precache_sound(W_Sound("arc_stop"));
-                       precache_sound(W_Sound("arc_loop_overheat"));
                        if(!arc_shotorigin[0])
                        {
                                arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
@@ -735,35 +721,34 @@ bool W_Arc(int req)
                                arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
                        }
                        ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
-               case WR_CHECKAMMO1:
+               METHOD(Arc, wr_checkammo1, bool(entity thiswep))
                {
+                       SELFPARAM();
                        return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
-               case WR_CHECKAMMO2:
+               METHOD(Arc, wr_checkammo2, bool(entity thiswep))
                {
+                       SELFPARAM();
                        return WEP_CVAR(arc, overheat_max) > 0 &&
                                ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
-               case WR_CONFIG:
+               METHOD(Arc, wr_config, void(entity thiswep))
                {
                        ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               case WR_KILLMESSAGE:
+               METHOD(Arc, wr_killmessage, int(entity thiswep))
                {
                        return WEAPON_ARC_MURDER;
                }
-               case WR_DROP:
+               METHOD(Arc, wr_drop, void(entity thiswep))
                {
                        weapon_dropevent_item.arc_overheat = self.arc_overheat;
                        weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
                        self.arc_overheat = 0;
                        self.arc_cooldown = 0;
-                       return true;
                }
-               case WR_PICKUP:
+               METHOD(Arc, wr_pickup, void(entity thiswep))
                {
                        if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
                                weapon_dropevent_item.arc_overheat > time )
@@ -771,11 +756,7 @@ bool W_Arc(int req)
                                self.arc_overheat = weapon_dropevent_item.arc_overheat;
                                self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
                        }
-                       return true;
                }
-       }
-       return false;
-}
 #endif
 #ifdef CSQC
 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
@@ -870,7 +851,7 @@ void Reset_ArcBeam(void)
 }
 
 void Draw_ArcBeam(void)
-{
+{SELFPARAM();
        float dt = time - self.move_time;
        self.move_time = time;
        if(dt <= 0) { return; }
@@ -1163,13 +1144,13 @@ void Draw_ArcBeam(void)
 }
 
 void Remove_ArcBeam(void)
-{
+{SELFPARAM();
        remove(self.beam_muzzleentity);
-       sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+       sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
 }
 
 void Ent_ReadArcBeam(float isnew)
-{
+{SELFPARAM();
        int sf = ReadByte();
        entity flash;
 
@@ -1187,7 +1168,7 @@ void Ent_ReadArcBeam(float isnew)
                self.draw = Draw_ArcBeam;
                self.entremove = Remove_ArcBeam;
                self.move_time = time;
-               loopsound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop"), VOL_BASE, ATTEN_NORM);
+               loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
 
                flash = spawn();
                flash.owner = self;
@@ -1294,7 +1275,7 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_muzzlelight[3] = 1;
                                if(self.beam_muzzleeffect >= 0)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1320,7 +1301,7 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_image = "particles/lgbeam";
                                if(self.beam_muzzleeffect >= 0)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1346,7 +1327,7 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_image = "particles/lgbeam";
                                if(self.beam_muzzleeffect >= 0)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1372,7 +1353,7 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_image = "particles/lgbeam";
                                if(self.beam_muzzleeffect >= 0)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1398,7 +1379,7 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_image = "particles/lgbeam";
                                if(self.beam_muzzleeffect >= 0)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1424,7 +1405,7 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_image = "particles/lgbeam";
                                if(self.beam_muzzleeffect >= 0)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1450,7 +1431,7 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_image = "particles/lgbeam";
                                if(self.beam_muzzleeffect >= 0)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1476,7 +1457,7 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_image = "particles/lgbeam";
                                if(self.beam_muzzleeffect >= 0)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1504,7 +1485,7 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_image = "particles/lgbeam";
                                if(self.beam_muzzleeffect >= 0)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1520,27 +1501,5 @@ void Ent_ReadArcBeam(float isnew)
        }
 }
 
-bool W_Arc(int req)
-{
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       // todo
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_sound(W_Sound("arc_loop"));
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
 #endif
 #endif