]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/blaster.qc
s/world/NULL/
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / blaster.qc
index d7792fac4aef157ea91a93f6a8b72a54c0facb8b..a4fb13c44ee0176212dfa59cd09dfc9592d99cf1 100644 (file)
@@ -13,34 +13,37 @@ CLASS(Blaster, Weapon)
 /* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
 /* wepimg    */ ATTRIB(Blaster, model2, string, "weaponlaser");
 /* refname   */ ATTRIB(Blaster, netname, string, "blaster");
-/* wepname   */ ATTRIB(Blaster, message, string, _("Blaster"));
-ENDCLASS(Blaster)
-REGISTER_WEAPON(BLASTER, NEW(Blaster));
+/* wepname   */ ATTRIB(Blaster, m_name, string, _("Blaster"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, delay, float, BOTH) \
+               P(class, prefix, edgedamage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, force_zscale, float, BOTH) \
+               P(class, prefix, lifetime, float, BOTH) \
+               P(class, prefix, radius, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, shotangle, float, BOTH) \
+               P(class, prefix, speed, float, BOTH) \
+               P(class, prefix, spread, float, BOTH) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+       W_PROPS(X, Blaster, blaster)
+#undef X
 
-#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)
+ENDCLASS(Blaster)
+REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster));
 
 #ifdef SVQC
-BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float blaster_damage;
 .float blaster_edgedamage;
 .float blaster_radius;
@@ -50,37 +53,37 @@ BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
+spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
 spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
 
-void W_Blaster_Touch(void)
-{SELFPARAM();
-       PROJECTILE_TOUCH;
+void W_Blaster_Touch(entity this)
+{
+       PROJECTILE_TOUCH(this);
 
-       self.event_damage = func_null;
+       this.event_damage = func_null;
 
        RadiusDamage(
-               self,
-               self.realowner,
-               self.blaster_damage,
-               self.blaster_edgedamage,
-               self.blaster_radius,
-               world,
-               world,
-               self.blaster_force,
-               self.projectiledeathtype,
+               this,
+               this.realowner,
+               this.blaster_damage,
+               this.blaster_edgedamage,
+               this.blaster_radius,
+               NULL,
+               NULL,
+               this.blaster_force,
+               this.projectiledeathtype,
                other
        );
 
-       remove(self);
+       remove(this);
 }
 
-void W_Blaster_Think(void)
-{SELFPARAM();
-       self.movetype = MOVETYPE_FLY;
-       self.think = SUB_Remove;
-       self.nextthink = time + self.blaster_lifetime;
-       CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
+void W_Blaster_Think(entity this)
+{
+       this.movetype = MOVETYPE_FLY;
+       setthink(this, SUB_Remove);
+       this.nextthink = time + this.blaster_lifetime;
+       CSQCProjectile(this, true, PROJECTILE_BLASTER, true);
 }
 
 void W_Blaster_Attack(
@@ -95,15 +98,14 @@ void W_Blaster_Attack(
        float atk_spread,
        float atk_delay,
        float atk_lifetime)
-{SELFPARAM();
+{
        vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
 
-       W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
+       W_SetupShot_Dir(actor, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage);
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       entity missile = spawn();
+       entity missile = new(blasterbolt);
        missile.owner = missile.realowner = actor;
-       missile.classname = "blasterbolt";
        missile.bot_dodge = true;
        missile.bot_dodgerating = atk_damage;
        PROJECTILE_MAKETRIGGER(missile);
@@ -133,138 +135,128 @@ void W_Blaster_Attack(
        //missile.glow_color = 250; // 244, 250
        //missile.glow_size = 120;
 
-       missile.touch = W_Blaster_Touch;
+       settouch(missile, W_Blaster_Touch);
        missile.flags = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH;
        missile.projectiledeathtype = atk_deathtype;
-       missile.think = W_Blaster_Think;
+       setthink(missile, W_Blaster_Think);
        missile.nextthink = time + atk_delay;
 
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 
        if (time >= missile.nextthink)
        {
-               WITH(entity, self, missile, missile.think());
+               getthink(missile)(missile);
        }
 }
 
-               METHOD(Blaster, wr_aim, void(entity thiswep))
-               {
-                       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(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
-               }
-
-               METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, bool fire1, bool fire2))
-               {
-                       if(fire1)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(blaster, refire)))
-                               {
-                                       W_Blaster_Attack(
-                                               actor,
-                                               WEP_BLASTER.m_id,
-                                               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(actor, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
-                               }
-                       }
-                       else if(fire2)
-                       {
-                               switch(WEP_CVAR(blaster, secondary))
-                               {
-                                       case 0: // switch to last used weapon
-                                       {
-                                               if(actor.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
-                                                       W_LastWeapon();
-                                               break;
-                                       }
-
-                                       case 1: // normal projectile secondary
-                                       {
-                                               if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(blaster, refire)))
-                                               {
-                                                       W_Blaster_Attack(
-                                                               actor,
-                                                               WEP_BLASTER.m_id | 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(actor, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
-                                               }
-
-                                               break;
-                                       }
-                               }
-                       }
-               }
-
-               METHOD(Blaster, wr_init, void(entity thiswep))
-               {
-                       BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
+METHOD(Blaster, wr_aim, void(entity thiswep, entity actor))
+{
+    if(WEP_CVAR(blaster, secondary))
+    {
+        if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
+            { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+        else
+            { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+    }
+    else
+        { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+}
 
-               METHOD(Blaster, wr_setup, void(entity thiswep))
-               {
-                       self.ammo_field = ammo_none;
-               }
+METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(fire & 1)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire)))
+        {
+            W_Blaster_Attack(
+                actor,
+                WEP_BLASTER.m_id,
+                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(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+        }
+    }
+    else if(fire & 2)
+    {
+        switch(WEP_CVAR(blaster, secondary))
+        {
+            case 0: // switch to last used weapon
+            {
+                if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
+                    W_LastWeapon(actor);
+                break;
+            }
+
+            case 1: // normal projectile secondary
+            {
+                if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
+                {
+                    W_Blaster_Attack(
+                        actor,
+                        WEP_BLASTER.m_id | 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(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+                }
+
+                break;
+            }
+        }
+    }
+}
 
-               METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
-               {
-                       return true; // infinite ammo
-               }
+METHOD(Blaster, wr_setup, void(entity thiswep, entity actor))
+{
+    actor.ammo_field = ammo_none;
+}
 
-               METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
-               {
-                       return true; // blaster has infinite ammo
-               }
+METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    return true; // infinite ammo
+}
 
-               METHOD(Blaster, wr_config, void(entity thiswep))
-               {
-                       BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
+METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    return true; // blaster has infinite ammo
+}
 
-               METHOD(Blaster, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_BLASTER_SUICIDE;
-               }
+METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_BLASTER_SUICIDE;
+}
 
-               METHOD(Blaster, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_BLASTER_MURDER;
-               }
+METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_BLASTER_MURDER;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Blaster, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
-                       if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
-               }
+METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 6;
+    pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+    if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+}
 
 #endif
 #endif