Merge branch 'master' into TimePath/unified_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
index ac300fe..fb1d9fc 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ HLAC,
-/* function  */ W_HLAC,
-/* ammotype  */ ammo_cells,
-/* impulse   */ 6,
-/* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* color     */ '0 1 0',
-/* modelname */ "hlac",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.6",
-/* wepimg    */ "weaponhlac",
-/* refname   */ "hlac",
-/* wepname   */ _("Heavy Laser Assault Cannon")
-);
+CLASS(HLAC, Weapon)
+/* ammotype  */ ATTRIB(HLAC, ammo_field, .int, ammo_cells)
+/* impulse   */ ATTRIB(HLAC, impulse, int, 6)
+/* flags     */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating    */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color     */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
+/* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
+#ifndef MENUQC
+/* model     */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
+#endif
+/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
+/* wepimg    */ ATTRIB(HLAC, model2, string, "weaponhlac");
+/* refname   */ ATTRIB(HLAC, netname, string, "hlac");
+/* wepname   */ ATTRIB(HLAC, message, string, _("Heavy Laser Assault Cannon"));
+ENDCLASS(HLAC)
+REGISTER_WEAPON(HLAC, NEW(HLAC));
 
 #define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
 #define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -65,12 +67,12 @@ void W_HLAC_Touch(void)
        remove(self);
 }
 
-void W_HLAC_Attack(void)
+void W_HLAC_Attack(Weapon thiswep)
 {SELFPARAM();
        entity missile;
     float spread;
 
-       W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hlac, ammo));
 
     spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
     spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
@@ -159,40 +161,41 @@ void W_HLAC_Attack2(void)
 }
 
 // weapon frames
-void W_HLAC_Attack_Frame(void)
-{SELFPARAM();
-       if(self.weapon != self.switchweapon) // abort immediately if switching
+void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+       if(actor.weapon != actor.switchweapon) // abort immediately if switching
        {
-               w_ready();
+               w_ready(thiswep, actor, fire1, fire2);
                return;
        }
 
-       if(self.BUTTON_ATCK)
+       if(actor.BUTTON_ATCK)
        {
-               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
-               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+               Weapon w = get_weaponinfo(actor.weapon);
+               if(!w.wr_checkammo1(w))
+               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
-                       W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                       w_ready();
+                       W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                       w_ready(thiswep, actor, fire1, fire2);
                        return;
                }
 
-               ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
-               W_HLAC_Attack();
-               self.misc_bulletcounter = self.misc_bulletcounter + 1;
-        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+               ATTACK_FINISHED(actor) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
+               W_HLAC_Attack(WEP_HLAC);
+               actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+        weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
        }
        else
        {
-               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
+               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
        }
 }
 
-void W_HLAC_Attack2_Frame(void)
+void W_HLAC_Attack2_Frame(Weapon thiswep)
 {SELFPARAM();
     float i;
 
-       W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo));
 
     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
         W_HLAC_Attack2();
@@ -204,106 +207,78 @@ void W_HLAC_Attack2_Frame(void)
        }
 }
 
-bool W_HLAC(int req)
-{SELFPARAM();
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(HLAC, wr_aim, void(entity thiswep))
                {
                        self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
-                       return true;
                }
-               case WR_THINK:
+               METHOD(HLAC, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
                {
-                       if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK)
+                       if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
+                               Weapon w = get_weaponinfo(actor.weapon);
+                               w.wr_reload(w);
+                       } else if(fire1)
                        {
-                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
+                               if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(hlac, refire)))
                                {
-                                       self.misc_bulletcounter = 0;
-                                       W_HLAC_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+                                       actor.misc_bulletcounter = 0;
+                                       W_HLAC_Attack(thiswep);
+                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
                                }
                        }
 
-                       else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
+                       else if(fire2 && WEP_CVAR(hlac, secondary))
                        {
-                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
+                               if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(hlac, refire)))
                                {
-                                       W_HLAC_Attack2_Frame();
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
+                                       W_HLAC_Attack2_Frame(thiswep);
+                                       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
                                }
                        }
-
-                       return true;
                }
-               case WR_INIT:
+               METHOD(HLAC, wr_init, void(entity thiswep))
                {
                        HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
-               case WR_CHECKAMMO1:
+               METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
                {
-                       ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
+                       float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
                        ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
                        return ammo_amount;
                }
-               case WR_CHECKAMMO2:
+               METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
                {
-                       ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
+                       float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
                        ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
                        return ammo_amount;
                }
-               case WR_CONFIG:
+               METHOD(HLAC, wr_config, void(entity thiswep))
                {
                        HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               case WR_RELOAD:
+               METHOD(HLAC, wr_reload, void(entity thiswep))
                {
-                       W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
-                       return true;
+                       W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(HLAC, wr_suicidemessage, int(entity thiswep))
                {
                        return WEAPON_HLAC_SUICIDE;
                }
-               case WR_KILLMESSAGE:
+               METHOD(HLAC, wr_killmessage, int(entity thiswep))
                {
                        return WEAPON_HLAC_MURDER;
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
-bool W_HLAC(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+
+               METHOD(HLAC, 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);
-
-                       return true;
                }
-               case WR_INIT:
-               {
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
+
 #endif
 #endif