]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
ATTRIB: overload default value, require semicolon
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index bc4b609bf2b692154f840149eea1797e6611c06c..e02a474c2d43e817600595e22ae3725060020db6 100644 (file)
@@ -1,7 +1,7 @@
 #ifndef IMPLEMENTATION
 CLASS(Devastator, Weapon)
-/* ammotype  */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets)
-/* impulse   */ ATTRIB(Devastator, impulse, int, 9)
+/* ammotype  */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
+/* impulse   */ ATTRIB(Devastator, impulse, int, 9);
 /* flags     */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
 /* rating    */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
 /* color     */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
@@ -61,7 +61,7 @@ ENDCLASS(Devastator)
 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
 
 #ifdef SVQC
-.float rl_release;
+.float rl_release[MAX_WEAPONSLOTS];
 .float rl_detonate_later;
 #endif
 #endif
@@ -76,20 +76,25 @@ void W_Devastator_Unregister(entity this)
 {
        if(this.realowner && this.realowner.lastrocket == this)
        {
-               this.realowner.lastrocket = world;
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(this.realowner.(weaponentity).lastrocket == this)
+                               this.realowner.(weaponentity).lastrocket = NULL;
+               }
                // this.realowner.rl_release = 1;
        }
 }
 
-void W_Devastator_Explode(entity this)
+void W_Devastator_Explode(entity this, entity directhitentity)
 {
        W_Devastator_Unregister(this);
 
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(DIFF_TEAM(this.realowner, other))
-                               if(!IS_DEAD(other))
-                                       if(IsFlying(other))
+       if(directhitentity.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(directhitentity))
+                       if(DIFF_TEAM(this.realowner, directhitentity))
+                               if(!IS_DEAD(directhitentity))
+                                       if(IsFlying(directhitentity))
                                                Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
 
        this.event_damage = func_null;
@@ -101,11 +106,11 @@ void W_Devastator_Explode(entity this)
                WEP_CVAR(devastator, damage),
                WEP_CVAR(devastator, edgedamage),
                WEP_CVAR(devastator, radius),
-               world,
-               world,
+               NULL,
+               NULL,
                WEP_CVAR(devastator, force),
                this.projectiledeathtype,
-               other
+               directhitentity
        );
 
        Weapon thiswep = WEP_DEVASTATOR;
@@ -120,7 +125,12 @@ void W_Devastator_Explode(entity this)
                        PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
                }
        }
-       remove(this);
+       delete(this);
+}
+
+void W_Devastator_Explode_think(entity this)
+{
+       W_Devastator_Explode(this, NULL);
 }
 
 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
@@ -164,11 +174,11 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                                        WEP_CVAR(devastator, remote_jump_damage),
                                        WEP_CVAR(devastator, remote_jump_damage),
                                        WEP_CVAR(devastator, remote_jump_radius),
-                                       world,
+                                       NULL,
                                        head,
                                        0,
                                        this.projectiledeathtype | HITTYPE_BOUNCE,
-                                       world
+                                       NULL
                                );
                                break;
                        }
@@ -182,11 +192,11 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                WEP_CVAR(devastator, remote_damage),
                WEP_CVAR(devastator, remote_edgedamage),
                WEP_CVAR(devastator, remote_radius),
-               (handled_as_rocketjump ? head : world),
-               world,
+               (handled_as_rocketjump ? head : NULL),
+               NULL,
                WEP_CVAR(devastator, remote_force),
                this.projectiledeathtype | HITTYPE_BOUNCE,
-               world
+               NULL
        );
 
        Weapon thiswep = WEP_DEVASTATOR;
@@ -201,13 +211,13 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                        PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
                }
        }
-       remove(this);
+       delete(this);
 }
 
 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
 {
        if(!IS_DEAD(this.realowner))
-       if(this.realowner.lastrocket)
+       if(this.realowner.(weaponentity).lastrocket)
        {
                if((this.spawnshieldtime >= 0)
                        ? (time >= this.spawnshieldtime) // timer
@@ -259,9 +269,8 @@ void W_Devastator_Think(entity this)
        this.nextthink = time;
        if(time > this.cnt)
        {
-               other = world;
                this.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Devastator_Explode(this);
+               W_Devastator_Explode(this, NULL);
                return;
        }
 
@@ -274,8 +283,11 @@ void W_Devastator_Think(entity this)
        // laser guided, or remote detonation
        if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
        {
-               if(this == this.realowner.lastrocket)
-               if(!this.realowner.rl_release)
+               .entity weaponentity = this.weaponentity_fld;
+               int slot = weaponslot(weaponentity);
+
+               if(this == this.realowner.(weaponentity).lastrocket)
+               if(!this.realowner.rl_release[slot])
                if(!PHYS_INPUT_BUTTON_ATCK2(this))
                if(WEP_CVAR(devastator, guiderate))
                if(time > this.pushltime)
@@ -311,7 +323,6 @@ void W_Devastator_Think(entity this)
                        }
                }
 
-               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                if(this.rl_detonate_later)
                        W_Devastator_RemoteExplode(this, weaponentity);
        }
@@ -320,16 +331,16 @@ void W_Devastator_Think(entity this)
                UpdateCSQCProjectile(this);
 }
 
-void W_Devastator_Touch(entity this)
+void W_Devastator_Touch(entity this, entity toucher)
 {
-       if(WarpZone_Projectile_Touch(this))
+       if(WarpZone_Projectile_Touch(this, toucher))
        {
                if(wasfreed(this))
                        W_Devastator_Unregister(this);
                return;
        }
        W_Devastator_Unregister(this);
-       W_Devastator_Explode(this);
+       W_Devastator_Explode(this, toucher);
 }
 
 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -344,19 +355,20 @@ void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float d
        this.angles = vectoangles(this.velocity);
 
        if(this.health <= 0)
-               W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode);
+               W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
 }
 
-void W_Devastator_Attack(Weapon thiswep, entity actor)
+void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
 
-       W_SetupShot_ProjectileSize(actor, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
+       missile.weaponentity_fld = weaponentity;
        missile.owner = missile.realowner = actor;
-       actor.lastrocket = missile;
+       actor.(weaponentity).lastrocket = missile;
        if(WEP_CVAR(devastator, detonatedelay) >= 0)
                missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
        else
@@ -372,7 +384,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor)
        missile.event_damage = W_Devastator_Damage;
        missile.damagedbycontents = true;
 
-       missile.movetype = MOVETYPE_FLY;
+       set_movetype(missile, MOVETYPE_FLY);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
        setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
@@ -386,6 +398,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor)
        missile.nextthink = time;
        missile.cnt = time + WEP_CVAR(devastator, lifetime);
        missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
        missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
@@ -395,7 +408,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor)
        setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
        SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(actor, flash, '5 0 0');
+       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
 
        // common properties
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
@@ -412,7 +425,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
         // decide whether to detonate rockets
         entity missile, targetlist, targ;
         targetlist = findchainfloat(bot_attack, true);
-        for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == actor)
+        for(missile = NULL; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == actor)
         {
             targ = targetlist;
             while(targ)
@@ -437,8 +450,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
     {
         // decide whether to detonate rockets
-        entity targetlist, targ;
-        float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+        float edgedamage, coredamage, edgeradius, recipricoledgeradius;
         float selfdamage, teamdamage, enemydamage;
         edgedamage = WEP_CVAR(devastator, edgedamage);
         coredamage = WEP_CVAR(devastator, damage);
@@ -447,25 +459,23 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
         selfdamage = 0;
         teamdamage = 0;
         enemydamage = 0;
-        targetlist = findchainfloat(bot_attack, true);
         FOREACH_ENTITY_ENT(realowner, actor,
         {
             if(it.classname != "rocket") continue;
 
-            targ = targetlist;
-            while(targ)
+            entity rocket = it;
+            FOREACH_ENTITY_FLOAT(bot_attack, true,
             {
-                d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin);
-                d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
-                // count potential damage according to type of target
-                if(targ == actor)
-                    selfdamage = selfdamage + d;
-                else if(targ.team == actor.team && teamplay)
-                    teamdamage = teamdamage + d;
-                else if(bot_shouldattack(actor, targ))
-                    enemydamage = enemydamage + d;
-                targ = targ.chain;
-            }
+               float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
+               d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+               // count potential damage according to type of target
+               if(it == actor)
+                       selfdamage = selfdamage + d;
+               else if(SAME_TEAM(it, actor))
+                       teamdamage = teamdamage + d;
+               else if(bot_shouldattack(actor, it))
+                       enemydamage = enemydamage + d;
+            });
         });
         float desirabledamage;
         desirabledamage = enemydamage;
@@ -474,36 +484,35 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
         if(teamplay && actor.team)
             desirabledamage = desirabledamage - teamdamage;
 
+        makevectors(actor.v_angle);
         FOREACH_ENTITY_ENT(realowner, actor,
         {
             if(it.classname != "rocket") continue;
 
-            makevectors(it.v_angle);
-            targ = targetlist;
             if(skill > 9) // normal players only do this for the target they are tracking
             {
-                targ = targetlist;
-                while(targ)
-                {
-                    if(
-                        (v_forward * normalize(it.origin - targ.origin)< 0.1)
-                        && desirabledamage > 0.1*coredamage
-                    ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
-                    targ = targ.chain;
-                }
-            }
-            else
-            {
-                float distance; distance= bound(300,vlen(actor.origin-actor.enemy.origin),30000);
+                   entity rocket = it;
+                   FOREACH_ENTITY_FLOAT(bot_attack, true,
+                   {
+                       if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
+                           && desirabledamage > 0.1 * coredamage
+                           ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+                   });
+               }
+               else
+               {
                 //As the distance gets larger, a correct detonation gets near imposible
                 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
-                if(v_forward * normalize(it.origin - actor.enemy.origin)< 0.1)
-                    if(IS_PLAYER(actor.enemy))
-                        if(desirabledamage >= 0.1*coredamage)
-                            if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
-                                PHYS_INPUT_BUTTON_ATCK2(actor) = true;
-            // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
-            }
+                if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
+                       && IS_PLAYER(actor.enemy)
+                       && (desirabledamage >= 0.1 * coredamage)
+                       )
+                {
+                       float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
+                       if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
+                               PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+                }
+               }
         });
         // if we would be doing at X percent of the core damage, detonate it
         // but don't fire a new shot at the same time!
@@ -522,25 +531,26 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
     if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     } else {
+       int slot = weaponslot(weaponentity);
         if(fire & 1)
         {
-            if(actor.rl_release || WEP_CVAR(devastator, guidestop))
+            if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop))
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
             {
-                W_Devastator_Attack(thiswep, actor);
+                W_Devastator_Attack(thiswep, actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
-                actor.rl_release = 0;
+                actor.rl_release[slot] = 0;
             }
         }
         else
-            actor.rl_release = 1;
+            actor.rl_release[slot] = 1;
 
         if(fire & 2)
         if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
         {
             entity rock;
             bool rockfound = false;
-            for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
+            for(rock = NULL; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
             {
                 if(!rock.rl_detonate_later)
                 {
@@ -555,7 +565,8 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
 }
 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
 {
-    actor.rl_release = 1;
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       actor.rl_release[slot] = 1;
 }
 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
 {
@@ -599,12 +610,16 @@ METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    actor.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
-    actor.rl_release = 0;
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    {
+       .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
+       actor.rl_release[slot] = 0;
+    }
 }
 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(actor, WEP_CVAR(devastator, ammo), SND_RELOAD);
+    W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
 }
 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
 {