]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
Merge branch 'terencehill/minplayers_per_team' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index d07324701ad11da57d48d92ee4909e6d6a57de43..6b52ba32abba8d81cf8a0714e820af6895c197b4 100644 (file)
@@ -1,68 +1,8 @@
-#ifndef IMPLEMENTATION
-CLASS(Fireball, Weapon)
-/* ammotype  */ //ATTRIB(Fireball, ammo_field, .int, ammo_none)
-/* impulse   */ ATTRIB(Fireball, impulse, int, 9)
-/* flags     */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
-/* color     */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
-/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
-#ifndef MENUQC
-/* model     */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
-#endif
-/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
-/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
-/* wepimg    */ ATTRIB(Fireball, model2, string, "weaponfireball");
-/* refname   */ ATTRIB(Fireball, netname, string, "fireball");
-/* wepname   */ ATTRIB(Fireball, m_name, string, _("Fireball"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, animtime, float, BOTH) \
-               P(class, prefix, bfgdamage, float, PRI) \
-               P(class, prefix, bfgforce, float, PRI) \
-               P(class, prefix, bfgradius, float, PRI) \
-               P(class, prefix, damageforcescale, float, BOTH) \
-               P(class, prefix, damagetime, float, SEC) \
-               P(class, prefix, damage, float, BOTH) \
-               P(class, prefix, edgedamage, float, PRI) \
-               P(class, prefix, force, float, PRI) \
-               P(class, prefix, health, float, PRI) \
-               P(class, prefix, laserburntime, float, BOTH) \
-               P(class, prefix, laserdamage, float, BOTH) \
-               P(class, prefix, laseredgedamage, float, BOTH) \
-               P(class, prefix, laserradius, float, BOTH) \
-               P(class, prefix, lifetime, float, BOTH) \
-               P(class, prefix, radius, float, PRI) \
-               P(class, prefix, refire2, float, PRI) \
-               P(class, prefix, refire, float, BOTH) \
-               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, 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, Fireball, fireball)
-#undef X
-
-ENDCLASS(Fireball)
-REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
+#include "fireball.qh"
 
 #ifdef SVQC
-.float bot_primary_fireballmooth; // whatever a mooth is
-.vector fireball_impactvec;
-.float fireball_primarytime;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
 
-void W_Fireball_Explode(entity this)
+void W_Fireball_Explode(entity this, entity directhitentity)
 {
        entity e;
        float dist;
@@ -74,9 +14,9 @@ void W_Fireball_Explode(entity this)
        this.takedamage = DAMAGE_NO;
 
        // 1. dist damage
-       d = (this.realowner.health + this.realowner.armorvalue);
-       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, other);
-       if(this.realowner.health + this.realowner.armorvalue >= d)
+       d = (GetResource(this.realowner, RES_HEALTH) + GetResource(this.realowner, RES_ARMOR));
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+       if(GetResource(this.realowner, RES_HEALTH) + GetResource(this.realowner, RES_ARMOR) >= d)
        if(!this.cnt)
        {
                modeleffect_spawn("models/sphere/sphere.md3", 0, 0, this.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
@@ -102,25 +42,30 @@ void W_Fireball_Explode(entity this)
                        dir = normalize(e.origin + e.view_ofs - this.origin);
 
                        if(accuracy_isgooddamage(this.realowner, e))
-                               accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+                               accuracy_add(this.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
 
-                       Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
+                       Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
                        Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
                }
        }
 
-       remove(this);
+       delete(this);
+}
+
+void W_Fireball_Explode_think(entity this)
+{
+       W_Fireball_Explode(this, NULL);
 }
 
 void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
 {
-       W_Fireball_Explode(this);
+       W_Fireball_Explode(this, trigger);
 }
 
-void W_Fireball_TouchExplode(entity this)
+void W_Fireball_TouchExplode(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH(this);
-       W_Fireball_Explode(this);
+       PROJECTILE_TOUCH(this, toucher);
+       W_Fireball_Explode(this, toucher);
 }
 
 void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
@@ -144,7 +89,7 @@ void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float
                if(d < dist)
                {
                        e.fireball_impactvec = p;
-                       RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+                       RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
                }
        }
        if(RandomSelection_chosen_ent)
@@ -163,7 +108,7 @@ void W_Fireball_Think(entity this)
        {
                this.cnt = 1;
                this.projectiledeathtype |= HITTYPE_SPLASH;
-               W_Fireball_Explode(this);
+               W_Fireball_Explode(this, NULL);
                return;
        }
 
@@ -172,31 +117,29 @@ void W_Fireball_Think(entity this)
        this.nextthink = time + 0.1;
 }
 
-void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                return;
 
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       this.health = this.health - damage;
-       if(this.health <= 0)
+       TakeResource(this, RES_HEALTH, damage);
+       if(GetResource(this, RES_HEALTH) <= 0)
        {
                this.cnt = 1;
-               W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode);
+               W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
        }
 }
 
-void W_Fireball_Attack1(entity actor)
+void W_Fireball_Attack1(entity actor, .entity weaponentity)
 {
-       entity proj;
-
-       W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage), WEP_FIREBALL.m_id);
 
        Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       proj = new(plasma_prim);
+       entity proj = new(plasma_prim);
        proj.owner = proj.realowner = actor;
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
@@ -204,21 +147,24 @@ void W_Fireball_Attack1(entity actor)
        proj.use = W_Fireball_Explode_use;
        setthink(proj, W_Fireball_Think);
        proj.nextthink = time;
-       proj.health = WEP_CVAR_PRI(fireball, health);
+       SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_PRI(fireball, health));
        proj.team = actor.team;
        proj.event_damage = W_Fireball_Damage;
        proj.takedamage = DAMAGE_YES;
        proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
        PROJECTILE_MAKETRIGGER(proj);
        proj.projectiledeathtype = WEP_FIREBALL.m_id;
+       proj.weaponentity_fld = weaponentity;
        setorigin(proj, w_shotorg);
 
-       proj.movetype = MOVETYPE_FLY;
+       set_movetype(proj, MOVETYPE_FLY);
        W_SetupProjVelocity_PRI(proj, fireball);
        proj.angles = vectoangles(proj.velocity);
        settouch(proj, W_Fireball_TouchExplode);
        setsize(proj, '-16 -16 -16', '16 16 16');
        proj.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, proj);
+       IL_PUSH(g_bot_dodge, proj);
     proj.missile_flags = MIF_SPLASH | MIF_PROXY;
 
        CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
@@ -226,40 +172,40 @@ void W_Fireball_Attack1(entity actor)
        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
 }
 
-void W_Fireball_AttackEffect(entity actor, float i, vector f_diff)
+void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector f_diff)
 {
-       W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0, WEP_FIREBALL.m_id); // TODO: probably doesn't need deathtype, just a prefire effect
        w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
        Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 }
 
 void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_Attack1(actor);
+       W_Fireball_Attack1(actor, weaponentity);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
 }
 
 void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0');
+       W_Fireball_AttackEffect(actor, weaponentity, 0, '+1.25 +3.75 0');
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
 }
 
 void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0');
+       W_Fireball_AttackEffect(actor, weaponentity, 0, '-1.25 +3.75 0');
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
 }
 
 void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0');
+       W_Fireball_AttackEffect(actor, weaponentity, 1, '+1.25 -3.75 0');
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
 }
 
 void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0');
+       W_Fireball_AttackEffect(actor, weaponentity, 0, '-1.25 -3.75 0');
        sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
 }
@@ -268,7 +214,7 @@ void W_Fireball_Firemine_Think(entity this)
 {
        if(time > this.pushltime)
        {
-               remove(this);
+               delete(this);
                return;
        }
 
@@ -290,25 +236,25 @@ void W_Fireball_Firemine_Think(entity this)
        this.nextthink = time + 0.1;
 }
 
-void W_Fireball_Firemine_Touch(entity this)
+void W_Fireball_Firemine_Touch(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH(this);
-       if(other.takedamage == DAMAGE_AIM)
-       if(Fire_AddDamage(other, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
+       PROJECTILE_TOUCH(this, toucher);
+       if(toucher.takedamage == DAMAGE_AIM)
+       if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
        {
-               remove(this);
+               delete(this);
                return;
        }
        this.projectiledeathtype |= HITTYPE_BOUNCE;
 }
 
-void W_Fireball_Attack2(entity actor)
+void W_Fireball_Attack2(entity actor, .entity weaponentity)
 {
        entity proj;
        vector f_diff;
        float c;
 
-       c = actor.bulletcounter % 4;
+       c = actor.(weaponentity).bulletcounter % 4;
        switch(c)
        {
                case 0:
@@ -325,7 +271,7 @@ void W_Fireball_Attack2(entity actor)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage), WEP_FIREBALL.m_id | HITTYPE_SECONDARY);
        traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor);
        w_shotorg = trace_endpos;
 
@@ -335,7 +281,7 @@ void W_Fireball_Attack2(entity actor)
        proj.owner = proj.realowner = actor;
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
-       proj.movetype = MOVETYPE_BOUNCE;
+       set_movetype(proj, MOVETYPE_BOUNCE);
        proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY;
        settouch(proj, W_Fireball_Firemine_Touch);
        PROJECTILE_MAKETRIGGER(proj);
@@ -349,6 +295,8 @@ void W_Fireball_Attack2(entity actor)
 
        proj.angles = vectoangles(proj.velocity);
        proj.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, proj);
+       IL_PUSH(g_bot_dodge, proj);
     proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
 
        CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
@@ -356,13 +304,13 @@ void W_Fireball_Attack2(entity actor)
        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
 }
 
-METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
+METHOD(Fireball, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     PHYS_INPUT_BUTTON_ATCK(actor) = false;
     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
     if(actor.bot_primary_fireballmooth == 0)
     {
-        if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
+        if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
         {
             PHYS_INPUT_BUTTON_ATCK(actor) = true;
             if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
@@ -370,7 +318,7 @@ METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
     }
     else
     {
-        if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
+        if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
         {
             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
             if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
@@ -381,37 +329,37 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti
 {
     if(fire & 1)
     {
-        if(time >= actor.fireball_primarytime)
+        if(time >= actor.(weaponentity).fireball_primarytime)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
         {
             W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
-            actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
+            actor.(weaponentity).fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
         }
     }
     else if(fire & 2)
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
         {
-            W_Fireball_Attack2(actor);
+            W_Fireball_Attack2(actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
         }
     }
 }
-METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
-{
-    actor.ammo_field = ammo_none;
-}
-METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     return true; // infinite ammo
 }
-METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     return true; // fireball has infinite ammo
 }
 METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    actor.fireball_primarytime = time;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).fireball_primarytime = time;
+       }
 }
 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -448,4 +396,3 @@ METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif