]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
Merge branch 'master' into terencehill/menu_optimization
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index 85a75ed9c5b9f483ba6d45a3fd5f3fef45feae9f..44c5cf80d1f0ec9b9c582a865262ee48878baa05 100644 (file)
@@ -1,73 +1,79 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ ELECTRO,
-/* function  */ W_Electro,
-/* ammotype  */ ammo_cells,
-/* impulse   */ 5,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* color     */ '0 0.5 1',
-/* modelname */ "electro",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairelectro 0.6",
-/* wepimg    */ "weaponelectro",
-/* refname   */ "electro",
-/* wepname   */ _("Electro")
-);
-
-#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
-#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, edgedamage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, radius) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, spread) \
-       w_cvar(id, sn, BOTH, lifetime) \
-       w_cvar(id, sn, PRI,  comboradius) \
-       w_cvar(id, sn, PRI,  midaircombo_explode) \
-       w_cvar(id, sn, PRI,  midaircombo_interval) \
-       w_cvar(id, sn, PRI,  midaircombo_radius) \
-       w_cvar(id, sn, SEC,  bouncefactor) \
-       w_cvar(id, sn, SEC,  bouncestop) \
-       w_cvar(id, sn, SEC,  count) \
-       w_cvar(id, sn, SEC,  damageforcescale) \
-       w_cvar(id, sn, SEC,  damagedbycontents) \
-       w_cvar(id, sn, SEC,  health) \
-       w_cvar(id, sn, SEC,  refire2) \
-       w_cvar(id, sn, SEC,  speed_up) \
-       w_cvar(id, sn, SEC,  speed_z) \
-       w_cvar(id, sn, SEC,  touchexplode) \
-       w_cvar(id, sn, NONE, combo_comboradius) \
-       w_cvar(id, sn, NONE, combo_comboradius_thruwall) \
-       w_cvar(id, sn, NONE, combo_damage) \
-       w_cvar(id, sn, NONE, combo_edgedamage) \
-       w_cvar(id, sn, NONE, combo_force) \
-       w_cvar(id, sn, NONE, combo_radius) \
-       w_cvar(id, sn, NONE, combo_speed) \
-       w_cvar(id, sn, NONE, combo_safeammocheck) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       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)
+CLASS(Electro, Weapon)
+/* ammotype  */ ATTRIB(Electro, ammo_field, .int, ammo_cells)
+/* impulse   */ ATTRIB(Electro, impulse, int, 5)
+/* flags     */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating    */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color     */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
+/* modelname */ ATTRIB(Electro, mdl, string, "electro");
+#ifndef MENUQC
+/* model     */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
+#endif
+/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
+/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
+/* wepimg    */ ATTRIB(Electro, model2, string, "weaponelectro");
+/* refname   */ ATTRIB(Electro, netname, string, "electro");
+/* wepname   */ ATTRIB(Electro, m_name, string, _("Electro"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, bouncefactor, float, SEC) \
+               P(class, prefix, bouncestop, float, SEC) \
+               P(class, prefix, comboradius, float, PRI) \
+               P(class, prefix, combo_comboradius, float, NONE) \
+               P(class, prefix, combo_comboradius_thruwall, float, NONE) \
+               P(class, prefix, combo_damage, float, NONE) \
+               P(class, prefix, combo_edgedamage, float, NONE) \
+               P(class, prefix, combo_force, float, NONE) \
+               P(class, prefix, combo_radius, float, NONE) \
+               P(class, prefix, combo_safeammocheck, float, NONE) \
+               P(class, prefix, combo_speed, float, NONE) \
+               P(class, prefix, count, float, SEC) \
+               P(class, prefix, damagedbycontents, float, SEC) \
+               P(class, prefix, damageforcescale, float, SEC) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, edgedamage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, health, float, SEC) \
+               P(class, prefix, lifetime, float, BOTH) \
+               P(class, prefix, midaircombo_explode, float, PRI) \
+               P(class, prefix, midaircombo_interval, float, PRI) \
+               P(class, prefix, midaircombo_radius, float, PRI) \
+               P(class, prefix, radius, float, BOTH) \
+               P(class, prefix, refire2, float, SEC) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, speed, float, BOTH) \
+               P(class, prefix, speed_up, float, SEC) \
+               P(class, prefix, speed_z, float, SEC) \
+               P(class, prefix, spread, float, BOTH) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, touchexplode, float, SEC) \
+               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, Electro, electro)
+#undef X
+
+ENDCLASS(Electro)
+REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
+
 
 #ifdef SVQC
-ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float electro_count;
 .float electro_secondarytime;
-void W_Electro_ExplodeCombo(void);
+void W_Electro_ExplodeCombo();
 #endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_electro) { weapon_defaultspawnfunc(WEP_ELECTRO.m_id); }
+spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); }
 
 void W_Electro_TriggerCombo(vector org, float rad, entity own)
 {
@@ -116,7 +122,7 @@ void W_Electro_TriggerCombo(vector org, float rad, entity own)
        }
 }
 
-void W_Electro_ExplodeCombo(void)
+void W_Electro_ExplodeCombo()
 {SELFPARAM();
        W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
 
@@ -138,7 +144,7 @@ void W_Electro_ExplodeCombo(void)
        remove(self);
 }
 
-void W_Electro_Explode(void)
+void W_Electro_Explode()
 {SELFPARAM();
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -185,13 +191,13 @@ void W_Electro_Explode(void)
        remove(self);
 }
 
-void W_Electro_TouchExplode(void)
+void W_Electro_TouchExplode()
 {
        PROJECTILE_TOUCH;
        W_Electro_Explode();
 }
 
-void W_Electro_Bolt_Think(void)
+void W_Electro_Bolt_Think()
 {SELFPARAM();
        if(time >= self.ltime)
        {
@@ -243,11 +249,11 @@ void W_Electro_Bolt_Think(void)
        else { self.nextthink = self.ltime; }
 }
 
-void W_Electro_Attack_Bolt(void)
+void W_Electro_Attack_Bolt(Weapon thiswep)
 {SELFPARAM();
        entity proj;
 
-       W_DecreaseAmmo(WEP_CVAR_PRI(electro, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo));
 
        W_SetupShot_ProjectileSize(
                self,
@@ -262,8 +268,7 @@ void W_Electro_Attack_Bolt(void)
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn();
-       proj.classname = "electro_bolt";
+       proj = new(electro_bolt);
        proj.owner = proj.realowner = self;
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
@@ -288,7 +293,7 @@ void W_Electro_Attack_Bolt(void)
        MUTATOR_CALLHOOK(EditProjectile, self, proj);
 }
 
-void W_Electro_Orb_Touch(void)
+void W_Electro_Orb_Touch()
 {SELFPARAM();
        PROJECTILE_TOUCH;
        if(other.takedamage == DAMAGE_AIM)
@@ -343,9 +348,9 @@ void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, int d
        }
 }
 
-void W_Electro_Attack_Orb(void)
+void W_Electro_Attack_Orb(Weapon thiswep)
 {SELFPARAM();
-       W_DecreaseAmmo(WEP_CVAR_SEC(electro, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
 
        W_SetupShot_ProjectileSize(
                self,
@@ -362,8 +367,7 @@ void W_Electro_Attack_Orb(void)
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       entity proj = spawn();
-       proj.classname = "electro_orb";
+       entity proj = new(electro_orb);
        proj.owner = proj.realowner = self;
        proj.use = W_Electro_Explode;
        proj.think = adaptor_think2use_hittype_splash;
@@ -404,28 +408,24 @@ void W_Electro_Attack_Orb(void)
        MUTATOR_CALLHOOK(EditProjectile, self, proj);
 }
 
-void W_Electro_CheckAttack(void)
+void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {SELFPARAM();
        if(self.electro_count > 1)
        if(self.BUTTON_ATCK2)
-       if(weapon_prepareattack(1, -1))
+       if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
        {
-               W_Electro_Attack_Orb();
+               W_Electro_Attack_Orb(WEP_ELECTRO);
                self.electro_count -= 1;
-               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                return;
        }
        // WEAPONTODO: when the player releases the button, cut down the length of refire2?
-       w_ready();
+       w_ready(thiswep, actor, weaponentity, fire);
 }
 
 .float bot_secondary_electromooth;
-bool W_Electro(int req)
-{SELFPARAM();
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
+
+               METHOD(Electro, wr_aim, void(entity thiswep))
                {
                        self.BUTTON_ATCK = self.BUTTON_ATCK2 = false;
                        if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
@@ -452,98 +452,81 @@ bool W_Electro(int req)
                                        if(random() < 0.03) self.bot_secondary_electromooth = 0;
                                }
                        }
-
-                       return true;
                }
-               case WR_THINK:
+               METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
                        {
-                               ammo_amount = 0;
-                               if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
+                               float ammo_amount = 0;
+                               if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
                                        ammo_amount = 1;
-                               if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
+                               if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
                                        ammo_amount += 1;
 
                                if(!ammo_amount)
                                {
-                                       WEP_ACTION(self.weapon, WR_RELOAD);
-                                       return false;
+                                       thiswep.wr_reload(thiswep);
+                                       return;
                                }
-
-                               return true;
                        }
 
-                       if(self.BUTTON_ATCK)
+                       if(fire & 1)
                        {
-                               if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
                                {
-                                               W_Electro_Attack_Bolt();
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+                                               W_Electro_Attack_Bolt(thiswep);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
                                }
                        }
-                       else if(self.BUTTON_ATCK2)
+                       else if(fire & 2)
                        {
-                               if(time >= self.electro_secondarytime)
-                               if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
+                               if(time >= actor.electro_secondarytime)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
                                {
-                                       W_Electro_Attack_Orb();
-                                       self.electro_count = WEP_CVAR_SEC(electro, count);
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
-                                       self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
+                                       W_Electro_Attack_Orb(thiswep);
+                                       actor.electro_count = WEP_CVAR_SEC(electro, count);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+                                       actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
                                }
                        }
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       ELECTRO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
-               case WR_CHECKAMMO1:
+               METHOD(Electro, wr_checkammo1, bool(entity thiswep))
                {
-                       ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
+                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
                        ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
                        return ammo_amount;
                }
-               case WR_CHECKAMMO2:
+               METHOD(Electro, wr_checkammo2, bool(entity thiswep))
                {
+                       float ammo_amount;
                        if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
                        {
-                               ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
                                ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
                        }
                        else
                        {
-                               ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo);
+                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
                                ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
                        }
                        return ammo_amount;
                }
-               case WR_CONFIG:
-               {
-                       ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
-               }
-               case WR_RESETPLAYER:
+               METHOD(Electro, wr_resetplayer, void(entity thiswep))
                {
                        self.electro_secondarytime = time;
-                       return true;
                }
-               case WR_RELOAD:
+               METHOD(Electro, wr_reload, void(entity thiswep))
                {
-                       W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
-                       return true;
+                       W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(Electro, wr_suicidemessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_ELECTRO_SUICIDE_ORBS;
                        else
                                return WEAPON_ELECTRO_SUICIDE_BOLT;
                }
-               case WR_KILLMESSAGE:
+               METHOD(Electro, wr_killmessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                        {
@@ -557,22 +540,17 @@ bool W_Electro(int req)
                                        return WEAPON_ELECTRO_MURDER_BOLT;
                        }
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
-bool W_Electro(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+
+               METHOD(Electro, wr_impacteffect, void(entity thiswep))
                {
                        vector org2;
                        org2 = w_org + w_backoff * 6;
                        if(w_deathtype & HITTYPE_SECONDARY)
                        {
-                               pointparticles(particleeffectnum(EFFECT_ELECTRO_BALLEXPLODE), org2, '0 0 0', 1);
+                               pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
                                if(!w_issilent)
                                        sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
                        }
@@ -581,31 +559,18 @@ bool W_Electro(int req)
                                if(w_deathtype & HITTYPE_BOUNCE)
                                {
                                        // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
-                                       pointparticles(particleeffectnum(EFFECT_ELECTRO_COMBO), org2, '0 0 0', 1);
+                                       pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
                                        if(!w_issilent)
                                                sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
                                }
                                else
                                {
-                                       pointparticles(particleeffectnum(EFFECT_ELECTRO_IMPACT), org2, '0 0 0', 1);
+                                       pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
                                        if(!w_issilent)
                                                sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
                                }
                        }
-
-                       return true;
                }
-               case WR_INIT:
-               {
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
+
 #endif
 #endif