]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'master' into terencehill/menu_hudskin_selector
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 7f6b01008788048d12302926fffdf8e04fc759c7..a5066017a974855caeeb9b7994c79b40ca572e61 100644 (file)
@@ -1,20 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ HAGAR,
-/* function  */ W_Hagar,
-/* ammotype  */ ammo_rockets,
-/* impulse   */ 8,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* color     */ '1 1 0.5',
-/* modelname */ "hagar",
-/* model     */ MDL_HAGAR_ITEM,
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhagar 0.8",
-/* wepimg    */ "weaponhagar",
-/* refname   */ "hagar",
-/* wepname   */ _("Hagar")
-);
+CLASS(Hagar, Weapon)
+/* ammotype  */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets)
+/* impulse   */ ATTRIB(Hagar, impulse, int, 8)
+/* flags     */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating    */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color     */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
+/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
+#ifndef MENUQC
+/* model     */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
+/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
+/* wepimg    */ ATTRIB(Hagar, model2, string, "weaponhagar");
+/* refname   */ ATTRIB(Hagar, netname, string, "hagar");
+/* wepname   */ ATTRIB(Hagar, m_name, string, _("Hagar"));
+ENDCLASS(Hagar)
+REGISTER_WEAPON(HAGAR, NEW(Hagar));
 
 #define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar)
 #define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -57,11 +58,11 @@ HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); }
+spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
-void W_Hagar_Explode(void)
+void W_Hagar_Explode()
 {SELFPARAM();
        self.event_damage = func_null;
        RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
@@ -69,7 +70,7 @@ void W_Hagar_Explode(void)
        remove(self);
 }
 
-void W_Hagar_Explode2(void)
+void W_Hagar_Explode2()
 {SELFPARAM();
        self.event_damage = func_null;
        RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
@@ -101,13 +102,13 @@ void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathty
                W_PrepareExplosionByDamage(attacker, self.think);
 }
 
-void W_Hagar_Touch(void)
+void W_Hagar_Touch()
 {SELFPARAM();
        PROJECTILE_TOUCH;
        self.use();
 }
 
-void W_Hagar_Touch2(void)
+void W_Hagar_Touch2()
 {SELFPARAM();
        PROJECTILE_TOUCH;
 
@@ -122,19 +123,18 @@ void W_Hagar_Touch2(void)
        }
 }
 
-void W_Hagar_Attack(void)
+void W_Hagar_Attack(Weapon thiswep)
 {SELFPARAM();
        entity missile;
 
-       W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
 
        W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn();
+       missile = new(missile);
        missile.owner = missile.realowner = self;
-       missile.classname = "missile";
        missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
 
@@ -165,19 +165,18 @@ void W_Hagar_Attack(void)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-void W_Hagar_Attack2(void)
+void W_Hagar_Attack2(Weapon thiswep)
 {SELFPARAM();
        entity missile;
 
-       W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
 
        W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn();
+       missile = new(missile);
        missile.owner = missile.realowner = self;
-       missile.classname = "missile";
        missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
@@ -210,7 +209,7 @@ void W_Hagar_Attack2(void)
 }
 
 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(void)
+void W_Hagar_Attack2_Load_Release(.entity weaponentity)
 {SELFPARAM();
        // time to release the rockets we've loaded
 
@@ -222,7 +221,7 @@ void W_Hagar_Attack2_Load_Release(void)
        if(!self.hagar_load)
                return;
 
-       weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
+       weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
        W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -235,9 +234,8 @@ void W_Hagar_Attack2_Load_Release(void)
        missile = world;
        for(counter = 0; counter < shots; ++counter)
        {
-               missile = spawn();
+               missile = new(missile);
                missile.owner = missile.realowner = self;
-               missile.classname = "missile";
                missile.bot_dodge = true;
                missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
@@ -285,12 +283,12 @@ void W_Hagar_Attack2_Load_Release(void)
                MUTATOR_CALLHOOK(EditProjectile, self, missile);
        }
 
-       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+       weapon_thinkf(self, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
        self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
        self.hagar_load = 0;
 }
 
-void W_Hagar_Attack2_Load(void)
+void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
 {SELFPARAM();
        // loadable hagar secondary attack, must always run each frame
 
@@ -317,8 +315,8 @@ void W_Hagar_Attack2_Load(void)
                        if(self.hagar_load)
                        {
                                // if we pressed primary fire while loading, unload all rockets and abort
-                               self.weaponentity.state = WS_READY;
-                               W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
+                               self.(weaponentity).state = WS_READY;
+                               W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
                                self.hagar_load = 0;
                                sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
 
@@ -336,8 +334,8 @@ void W_Hagar_Attack2_Load(void)
                        {
                                if(!self.hagar_loadblock && self.hagar_loadstep < time)
                                {
-                                       W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
-                                       self.weaponentity.state = WS_INUSE;
+                                       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
+                                       self.(weaponentity).state = WS_INUSE;
                                        self.hagar_load += 1;
                                        sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
@@ -378,8 +376,8 @@ void W_Hagar_Attack2_Load(void)
                // release if player let go of button or if they've held it in too long
                if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
-                       self.weaponentity.state = WS_READY;
-                       W_Hagar_Attack2_Load_Release();
+                       self.(weaponentity).state = WS_READY;
+                       W_Hagar_Attack2_Load_Release(weaponentity);
                }
        }
        else
@@ -388,7 +386,7 @@ void W_Hagar_Attack2_Load(void)
                self.hagar_warning = false;
 
                // we aren't checking ammo during an attack, so we must do it here
-               if(!(_WEP_ACTION(self.weapon, WR_CHECKAMMO1) + _WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+               if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep)))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
@@ -398,137 +396,115 @@ void W_Hagar_Attack2_Load(void)
        }
 }
 
-bool W_Hagar(entity thiswep, int req)
-{SELFPARAM();
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(Hagar, wr_aim, void(entity thiswep))
                {
                        if(random()>0.15)
                                self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
                        else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
                                self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
-
-                       return true;
                }
-               case WR_THINK:
+               METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        float loadable_secondary;
                        loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
 
                        if(loadable_secondary)
-                               W_Hagar_Attack2_Load(); // must always run each frame
-                       if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
-                               _WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
+                               W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
+                       if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+                               thiswep.wr_reload(thiswep);
+                       } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
                        {
-                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
                                {
-                                       W_Hagar_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
+                                       W_Hagar_Attack(thiswep);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
                                }
                        }
-                       else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
+                       else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
                        {
-                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
                                {
-                                       W_Hagar_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+                                       W_Hagar_Attack2(thiswep);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
                                }
                        }
-                       return true;
                }
-               case WR_GONETHINK:
+               METHOD(Hagar, wr_gonethink, void(entity thiswep))
                {
                        // we lost the weapon and want to prepare switching away
                        if(self.hagar_load)
                        {
-                               self.weaponentity.state = WS_READY;
-                               W_Hagar_Attack2_Load_Release();
+                               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+                               self.(weaponentity).state = WS_READY;
+                               W_Hagar_Attack2_Load_Release(weaponentity);
                        }
-
-                       return true;
                }
-               case WR_INIT:
+               METHOD(Hagar, wr_init, void(entity thiswep))
                {
                        HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
-               case WR_SETUP:
+               METHOD(Hagar, wr_setup, void(entity thiswep))
                {
                        self.hagar_loadblock = false;
 
                        if(self.hagar_load)
                        {
-                               W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
+                               W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
                                self.hagar_load = 0;
                        }
-
-                       return true;
                }
-               case WR_CHECKAMMO1:
+               METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
                {
-                       ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
+                       float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
                        ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
                        return ammo_amount;
                }
-               case WR_CHECKAMMO2:
+               METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
                {
-                       ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
+                       float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
                        ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
                        return ammo_amount;
                }
-               case WR_CONFIG:
+               METHOD(Hagar, wr_config, void(entity thiswep))
                {
                        HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               case WR_RESETPLAYER:
+               METHOD(Hagar, wr_resetplayer, void(entity thiswep))
                {
                        self.hagar_load = 0;
-                       return true;
                }
-               case WR_PLAYERDEATH:
+               METHOD(Hagar, wr_playerdeath, void(entity thiswep))
                {
+                       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                        // if we have any rockets loaded when we die, release them
                        if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
-                               W_Hagar_Attack2_Load_Release();
-
-                       return true;
+                               W_Hagar_Attack2_Load_Release(weaponentity);
                }
-               case WR_RELOAD:
+               METHOD(Hagar, wr_reload, void(entity thiswep))
                {
                        if(!self.hagar_load) // require releasing loaded rockets first
-                               W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
-
-                       return true;
+                               W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
                {
                        return WEAPON_HAGAR_SUICIDE;
                }
-               case WR_KILLMESSAGE:
+               METHOD(Hagar, wr_killmessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_HAGAR_MURDER_BURST;
                        else
                                return WEAPON_HAGAR_MURDER_SPRAY;
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
-bool W_Hagar(entity thiswep, int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+
+               METHOD(Hagar, wr_impacteffect, void(entity thiswep))
                {
                        vector org2;
                        org2 = w_org + w_backoff * 6;
-                       pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
+                       pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
                        if(!w_issilent)
                        {
                                if(w_random<0.15)
@@ -538,20 +514,7 @@ bool W_Hagar(entity thiswep, int req)
                                else
                                        sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
                        }
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       return true;
                }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
+
 #endif
 #endif