X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmortar.qc;h=3271b2b253cdabba0439c5b1e674f4d829a2ea6b;hp=99d4446953bb56641633defd0d5e8d660a1a2af4;hb=678a61b45f332fcd560083b01e6b0bf5a5ae268c;hpb=3b8a6707fbceb9f57b5d3ab5321e36033da6059d diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index 99d444695..3271b2b25 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -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