]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Merge branch 'master' into terencehill/menu_optimization
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 99d4446953bb56641633defd0d5e8d660a1a2af4..3271b2b253cdabba0439c5b1e674f4d829a2ea6b 100644 (file)
@@ -1,54 +1,59 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ MORTAR,
-/* function  */ W_Mortar,
-/* ammotype  */ ammo_rockets,
-/* impulse   */ 4,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* color     */ '1 0 0',
-/* modelname */ "gl",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
-/* wepimg    */ "weapongrenadelauncher",
-/* refname   */ "mortar",
-/* wepname   */ _("Mortar")
-);
-
-#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
-#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, NONE, bouncefactor) \
-       w_cvar(id, sn, NONE, bouncestop) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, damageforcescale) \
-       w_cvar(id, sn, BOTH, edgedamage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, health) \
-       w_cvar(id, sn, BOTH, lifetime) \
-       w_cvar(id, sn, SEC,  lifetime_bounce) \
-       w_cvar(id, sn, BOTH, lifetime_stick) \
-       w_cvar(id, sn, BOTH, radius) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, SEC,  remote_detonateprimary) \
-       w_cvar(id, sn, PRI,  remote_minbouncecnt) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, speed_up) \
-       w_cvar(id, sn, BOTH, speed_z) \
-       w_cvar(id, sn, BOTH, spread) \
-       w_cvar(id, sn, BOTH, type) \
-       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(Mortar, Weapon)
+/* ammotype  */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets)
+/* impulse   */ ATTRIB(Mortar, impulse, int, 4)
+/* flags     */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating    */ ATTRIB(Mortar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color     */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
+/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
+#ifndef MENUQC
+/* model     */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
+/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
+/* wepimg    */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
+/* refname   */ ATTRIB(Mortar, netname, string, "mortar");
+/* wepname   */ ATTRIB(Mortar, m_name, string, _("Mortar"));
+
+#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, NONE) \
+               P(class, prefix, bouncestop, float, NONE) \
+               P(class, prefix, damageforcescale, float, BOTH) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, edgedamage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, health, float, BOTH) \
+               P(class, prefix, lifetime, float, BOTH) \
+               P(class, prefix, lifetime_bounce, float, SEC) \
+               P(class, prefix, lifetime_stick, float, BOTH) \
+               P(class, prefix, radius, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, remote_detonateprimary, float, SEC) \
+               P(class, prefix, remote_minbouncecnt, float, PRI) \
+               P(class, prefix, speed, float, BOTH) \
+               P(class, prefix, speed_up, float, BOTH) \
+               P(class, prefix, speed_z, float, BOTH) \
+               P(class, prefix, spread, float, BOTH) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, type, float, BOTH) \
+               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, Mortar, mortar)
+#undef X
+ENDCLASS(Mortar)
+REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
+
 
 #ifdef SVQC
-MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float gl_detonate_later;
 .float gl_bouncecnt;
 #endif
@@ -56,10 +61,10 @@ MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #ifdef IMPLEMENTATION
 #ifdef SVQC
 
-void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
-void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
+spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
+spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
 
-void W_Mortar_Grenade_Explode(void)
+void W_Mortar_Grenade_Explode()
 {SELFPARAM();
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -79,7 +84,7 @@ void W_Mortar_Grenade_Explode(void)
        remove(self);
 }
 
-void W_Mortar_Grenade_Explode2(void)
+void W_Mortar_Grenade_Explode2()
 {SELFPARAM();
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -114,7 +119,7 @@ void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, in
                W_PrepareExplosionByDamage(attacker, self.use);
 }
 
-void W_Mortar_Grenade_Think1(void)
+void W_Mortar_Grenade_Think1()
 {SELFPARAM();
        self.nextthink = time;
        if(time > self.cnt)
@@ -128,7 +133,7 @@ void W_Mortar_Grenade_Think1(void)
                W_Mortar_Grenade_Explode();
 }
 
-void W_Mortar_Grenade_Touch1(void)
+void W_Mortar_Grenade_Touch1()
 {SELFPARAM();
        PROJECTILE_TOUCH;
        if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
@@ -137,27 +142,14 @@ void W_Mortar_Grenade_Touch1(void)
        }
        else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
        {
-               float r;
-               r = random() * 6;
-               if(r < 1)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
-               else if(r < 2)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
-               else if(r < 3)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
-               else if(r < 4)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
-               else if(r < 5)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
-               else
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
+               spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
                Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
                self.gl_bouncecnt += 1;
        }
        else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound(self, CH_SHOTS, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
+               spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                self.oldvelocity = self.velocity;
@@ -173,7 +165,7 @@ void W_Mortar_Grenade_Touch1(void)
        }
 }
 
-void W_Mortar_Grenade_Touch2(void)
+void W_Mortar_Grenade_Touch2()
 {SELFPARAM();
        PROJECTILE_TOUCH;
        if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
@@ -182,20 +174,7 @@ void W_Mortar_Grenade_Touch2(void)
        }
        else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
        {
-               float r;
-               r = random() * 6;
-               if(r < 1)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
-               else if(r < 2)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
-               else if(r < 3)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
-               else if(r < 4)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
-               else if(r < 5)
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
-               else
-                       spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
+               spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
                Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
                self.gl_bouncecnt += 1;
@@ -206,7 +185,7 @@ void W_Mortar_Grenade_Touch2(void)
        }
        else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound(self, CH_SHOTS, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
+               spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                self.oldvelocity = self.velocity;
@@ -222,20 +201,19 @@ void W_Mortar_Grenade_Touch2(void)
        }
 }
 
-void W_Mortar_Attack(void)
+void W_Mortar_Attack(Weapon thiswep)
 {SELFPARAM();
        entity gren;
 
-       W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, W_Sound("grenade_fire"), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn();
+       gren = new(grenade);
        gren.owner = gren.realowner = self;
-       gren.classname = "grenade";
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
        gren.movetype = MOVETYPE_BOUNCE;
@@ -271,20 +249,19 @@ void W_Mortar_Attack(void)
        MUTATOR_CALLHOOK(EditProjectile, self, gren);
 }
 
-void W_Mortar_Attack2(void)
+void W_Mortar_Attack2(Weapon thiswep)
 {SELFPARAM();
        entity gren;
 
-       W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, W_Sound("grenade_fire"), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn();
+       gren = new(grenade);
        gren.owner = gren.realowner = self;
-       gren.classname = "grenade";
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
        gren.movetype = MOVETYPE_BOUNCE;
@@ -320,14 +297,8 @@ void W_Mortar_Attack2(void)
 }
 
 .float bot_secondary_grenademooth;
-bool W_Mortar(int req)
-{SELFPARAM();
-       entity nade;
-       float nadefound;
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
+
+               METHOD(Mortar, wr_aim, void(entity thiswep))
                {
                        self.BUTTON_ATCK = false;
                        self.BUTTON_ATCK2 = false;
@@ -347,8 +318,6 @@ bool W_Mortar(int req)
                                        if(random() < 0.02) self.bot_secondary_grenademooth = 0;
                                }
                        }
-
-                       return true;
                }
                /*case WR_CALCINFO:
                {
@@ -366,114 +335,84 @@ bool W_Mortar(int req)
                        wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
                        wepinfo_ter_dps = 0;
                        */
-               case WR_THINK:
+               METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
-                       if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK)
+                       if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
+                               thiswep.wr_reload(thiswep);
+                       } else if(fire & 1)
                        {
-                               if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
                                {
-                                       W_Mortar_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
+                                       W_Mortar_Attack(thiswep);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
                                }
                        }
-                       else if(self.BUTTON_ATCK2)
+                       else if(fire & 2)
                        {
                                if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
                                {
-                                       nadefound = 0;
-                                       for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
+                                       bool nadefound = false;
+                                       entity nade;
+                                       for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
                                        {
                                                if(!nade.gl_detonate_later)
                                                {
                                                        nade.gl_detonate_later = true;
-                                                       nadefound = 1;
+                                                       nadefound = true;
                                                }
                                        }
                                        if(nadefound)
-                                               sound(self, CH_WEAPON_B, W_Sound("rocket_det"), VOL_BASE, ATTN_NORM);
+                                               sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
                                }
-                               else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
+                               else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
                                {
-                                       W_Mortar_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+                                       W_Mortar_Attack2(thiswep);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
                                }
                        }
-
-                       return true;
                }
-               case WR_INIT:
+               METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
                {
-                       MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
+                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
                        ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
                        return ammo_amount;
                }
-               case WR_CHECKAMMO2:
+               METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
                {
-                       ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
+                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
                        ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
                        return ammo_amount;
                }
-               case WR_CONFIG:
-               {
-                       MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
-               }
-               case WR_RELOAD:
+               METHOD(Mortar, wr_reload, void(entity thiswep))
                {
-                       W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), W_Sound("reload")); // WEAPONTODO
-                       return true;
+                       W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(Mortar, wr_suicidemessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_MORTAR_SUICIDE_BOUNCE;
                        else
                                return WEAPON_MORTAR_SUICIDE_EXPLODE;
                }
-               case WR_KILLMESSAGE:
+               METHOD(Mortar, wr_killmessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_MORTAR_MURDER_BOUNCE;
                        else
                                return WEAPON_MORTAR_MURDER_EXPLODE;
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
-bool W_Mortar(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+
+               METHOD(Mortar, wr_impacteffect, void(entity thiswep))
                {
                        vector org2;
                        org2 = w_org + w_backoff * 12;
-                       pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1);
+                       pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
                        if(!w_issilent)
-                               sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTN_NORM);
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
+                               sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
                }
-       }
-       return false;
-}
+
 #endif
 #endif