]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_devastator.qc
More descriptive stuff, better naming
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
index 6815cc2f9c7e0f50bb135138fc05baf5530c0eeb..ac2ec9cfed6ee72df9a7b8996be272955b1b8667 100644 (file)
@@ -2,46 +2,52 @@
 REGISTER_WEAPON(
 /* WEP_##id  */ DEVASTATOR,
 /* function  */ W_Devastator,
-/* ammotype  */ IT_ROCKETS,
+/* ammotype  */ ammo_rockets,
 /* impulse   */ 9,
 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
 /* rating    */ BOT_PICKUP_RATING_HIGH,
+/* color     */ '1 1 0',
 /* model     */ "rl",
-/* shortname */ "devastator",
-/* fullname  */ _("Devastator")
+/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
+/* refname   */ "devastator",
+/* wepname   */ _("Devastator")
 );
 
-#define DEVASTATOR_SETTINGS(weapon) \
-       WEP_ADD_CVAR(weapon, MO_NONE, ammo) \
-       WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
-       WEP_ADD_CVAR(weapon, MO_NONE, damage) \
-       WEP_ADD_CVAR(weapon, MO_NONE, damageforcescale) \
-       WEP_ADD_CVAR(weapon, MO_NONE, detonatedelay) \
-       WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
-       WEP_ADD_CVAR(weapon, MO_NONE, force) \
-       WEP_ADD_CVAR(weapon, MO_NONE, guidedelay) \
-       WEP_ADD_CVAR(weapon, MO_NONE, guidegoal) \
-       WEP_ADD_CVAR(weapon, MO_NONE, guiderate) \
-       WEP_ADD_CVAR(weapon, MO_NONE, guideratedelay) \
-       WEP_ADD_CVAR(weapon, MO_NONE, guidestop) \
-       WEP_ADD_CVAR(weapon, MO_NONE, health) \
-       WEP_ADD_CVAR(weapon, MO_NONE, lifetime) \
-       WEP_ADD_CVAR(weapon, MO_NONE, radius) \
-       WEP_ADD_CVAR(weapon, MO_NONE, refire) \
-       WEP_ADD_CVAR(weapon, MO_NONE, remote_damage) \
-       WEP_ADD_CVAR(weapon, MO_NONE, remote_edgedamage) \
-       WEP_ADD_CVAR(weapon, MO_NONE, remote_force) \
-       WEP_ADD_CVAR(weapon, MO_NONE, remote_radius) \
-       WEP_ADD_CVAR(weapon, MO_NONE, speed) \
-       WEP_ADD_CVAR(weapon, MO_NONE, speedaccel) \
-       WEP_ADD_CVAR(weapon, MO_NONE, speedstart) \
-       WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
-       WEP_ADD_PROP(weapon, reloading_time, reload_time) \
-       WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
-       WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
+#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, NONE, ammo) \
+       w_cvar(id, sn, NONE, animtime) \
+       w_cvar(id, sn, NONE, damage) \
+       w_cvar(id, sn, NONE, damageforcescale) \
+       w_cvar(id, sn, NONE, detonatedelay) \
+       w_cvar(id, sn, NONE, edgedamage) \
+       w_cvar(id, sn, NONE, force) \
+       w_cvar(id, sn, NONE, guidedelay) \
+       w_cvar(id, sn, NONE, guidegoal) \
+       w_cvar(id, sn, NONE, guiderate) \
+       w_cvar(id, sn, NONE, guideratedelay) \
+       w_cvar(id, sn, NONE, guidestop) \
+       w_cvar(id, sn, NONE, health) \
+       w_cvar(id, sn, NONE, lifetime) \
+       w_cvar(id, sn, NONE, radius) \
+       w_cvar(id, sn, NONE, refire) \
+       w_cvar(id, sn, NONE, remote_damage) \
+       w_cvar(id, sn, NONE, remote_edgedamage) \
+       w_cvar(id, sn, NONE, remote_force) \
+       w_cvar(id, sn, NONE, remote_radius) \
+       w_cvar(id, sn, NONE, speed) \
+       w_cvar(id, sn, NONE, speedaccel) \
+       w_cvar(id, sn, NONE, speedstart) \
+       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)
 
 #ifdef SVQC
-DEVASTATOR_SETTINGS(devastator)
+DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float rl_release;
 .float rl_detonate_later;
 #endif
@@ -65,7 +71,7 @@ void W_Devastator_Explode()
 
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, other))
+                       if(DIFF_TEAM(self.realowner, other))
                                if(other.deadflag == DEAD_NO)
                                        if(IsFlying(other))
                                                Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
@@ -77,7 +83,7 @@ void W_Devastator_Explode()
 
        if (self.realowner.weapon == WEP_DEVASTATOR)
        {
-               if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
+               if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                {
                        self.realowner.cnt = WEP_DEVASTATOR;
                        ATTACK_FINISHED(self.realowner) = time;
@@ -98,7 +104,7 @@ void W_Devastator_DoRemoteExplode()
 
        if (self.realowner.weapon == WEP_DEVASTATOR)
        {
-               if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
+               if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                {
                        self.realowner.cnt = WEP_DEVASTATOR;
                        ATTACK_FINISHED(self.realowner) = time;
@@ -182,8 +188,8 @@ void W_Devastator_Think (void)
        if (self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self == self.realowner.lastrocket)
-               if not(self.realowner.rl_release)
-               if not(self.BUTTON_ATCK2)
+               if(!self.realowner.rl_release)
+               if(!self.BUTTON_ATCK2)
                if(WEP_CVAR(devastator, guiderate))
                if(time > self.pushltime)
                if(self.realowner.deadflag == DEAD_NO)
@@ -258,7 +264,7 @@ void W_Devastator_Attack (void)
        entity missile;
        entity flash;
 
-       W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
+       W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -287,7 +293,7 @@ void W_Devastator_Attack (void)
        setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
 
        setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
-       W_SetupProjectileVelocity(missile, WEP_CVAR(devastator, speedstart), 0);
+       W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
        missile.angles = vectoangles (missile.velocity);
 
        missile.touch = W_Devastator_Touch;
@@ -317,7 +323,7 @@ float W_Devastator(float req)
        float ammo_amount;
        switch(req)
        {
-               case WR_AIM:
+               case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
                {
                        // aim and decide to fire if appropriate
                        self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
@@ -325,91 +331,22 @@ float W_Devastator(float req)
                        {
                                // decide whether to detonate rockets
                                entity missile, targetlist, targ;
-                               float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
-                               float selfdamage, teamdamage, enemydamage;
-                               edgedamage = WEP_CVAR(devastator, edgedamage);
-                               coredamage = WEP_CVAR(devastator, damage);
-                               edgeradius = WEP_CVAR(devastator, radius);
-                               recipricoledgeradius = 1 / edgeradius;
-                               selfdamage = 0;
-                               teamdamage = 0;
-                               enemydamage = 0;
                                targetlist = findchainfloat(bot_attack, TRUE);
-                               missile = find(world, classname, "rocket");
-                               while (missile)
+                               for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
                                {
-                                       if (missile.realowner != self)
-                                       {
-                                               missile = find(missile, classname, "rocket");
-                                               continue;
-                                       }
                                        targ = targetlist;
-                                       while (targ)
+                                       while(targ)
                                        {
-                                               d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
-                                               d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
-                                               // count potential damage according to type of target
-                                               if (targ == self)
-                                                       selfdamage = selfdamage + d;
-                                               else if (targ.team == self.team && teamplay)
-                                                       teamdamage = teamdamage + d;
-                                               else if (bot_shouldattack(targ))
-                                                       enemydamage = enemydamage + d;
-                                               targ = targ.chain;
-                                       }
-                                       missile = find(missile, classname, "rocket");
-                               }
-                               float desirabledamage;
-                               desirabledamage = enemydamage;
-                               if (time > self.invincible_finished && time > self.spawnshieldtime)
-                                       desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-                               if (teamplay && self.team)
-                                       desirabledamage = desirabledamage - teamdamage;
-
-                               missile = find(world, classname, "rocket");
-                               while (missile)
-                               {
-                                       if (missile.realowner != self)
-                                       {
-                                               missile = find(missile, classname, "rocket");
-                                               continue;
-                                       }
-                                       makevectors(missile.v_angle);
-                                       targ = targetlist;
-                                       if (skill > 9) // normal players only do this for the target they are tracking
-                                       {
-                                               targ = targetlist;
-                                               while (targ)
+                                               if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
                                                {
-                                                       if (
-                                                               (v_forward * normalize(missile.origin - targ.origin)< 0.1)
-                                                               && desirabledamage > 0.1*coredamage
-                                                       )self.BUTTON_ATCK2 = TRUE;
-                                                       targ = targ.chain;
+                                                       self.BUTTON_ATCK2 = TRUE;
+                                                       break;
                                                }
-                                       }else{
-                                               float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
-                                               //As the distance gets larger, a correct detonation gets near imposible
-                                               //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
-                                               if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
-                                                       if(IS_PLAYER(self.enemy))
-                                                               if(desirabledamage >= 0.1*coredamage)
-                                                                       if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
-                                                                               self.BUTTON_ATCK2 = TRUE;
-                                       //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+                                               targ = targ.chain;
                                        }
-
-                                       missile = find(missile, classname, "rocket");
                                }
-                               // if we would be doing at X percent of the core damage, detonate it
-                               // but don't fire a new shot at the same time!
-                               if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
-                                       self.BUTTON_ATCK2 = TRUE;
-                               if ((skill > 6.5) && (selfdamage > self.health))
-                                       self.BUTTON_ATCK2 = FALSE;
-                               //if(self.BUTTON_ATCK2 == TRUE)
-                               //      dprint(ftos(desirabledamage),"\n");
-                               if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+                               
+                               if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
                        }
                        
                        return TRUE;
@@ -417,10 +354,10 @@ float W_Devastator(float req)
                case WR_THINK:
                {
                        if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
-                               weapon_action(self.weapon, WR_RELOAD);
+                               WEP_ACTION(self.weapon, WR_RELOAD);
                        else
                        {
-                               if (self.BUTTON_ATCK)
+                               if(self.BUTTON_ATCK)
                                {
                                        if(self.rl_release || WEP_CVAR(devastator, guidestop))
                                        if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
@@ -433,7 +370,7 @@ float W_Devastator(float req)
                                else
                                        self.rl_release = 1;
 
-                               if (self.BUTTON_ATCK2)
+                               if(self.BUTTON_ATCK2)
                                {
                                        rockfound = 0;
                                        for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
@@ -451,31 +388,23 @@ float W_Devastator(float req)
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        if(autocvar_sv_precacheweapons)
                        {
-                               precache_model ("models/flash.md3");
-                               precache_model ("models/weapons/g_rl.md3");
-                               precache_model ("models/weapons/v_rl.md3");
-                               precache_model ("models/weapons/h_rl.iqm");
-                               precache_sound ("weapons/rocket_det.wav");
-                               precache_sound ("weapons/rocket_fire.wav");
-                               precache_sound ("weapons/rocket_mode.wav");
+                               precache_model("models/flash.md3");
+                               precache_model("models/weapons/g_rl.md3");
+                               precache_model("models/weapons/v_rl.md3");
+                               precache_model("models/weapons/h_rl.iqm");
+                               precache_sound("weapons/rocket_det.wav");
+                               precache_sound("weapons/rocket_fire.wav");
+                               precache_sound("weapons/rocket_mode.wav");
                        }
-
-                       #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
-                       #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_DEVASTATOR).##prop = autocvar_g_balance_##weapon##_##name;
-                       ARC_SETTINGS(devastator)
-                       #undef WEP_ADD_CVAR
-                       #undef WEP_ADD_PROP
-                       
+                       DEVASTATOR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_SETUP:
                {
-                       weapon_setup(WEP_DEVASTATOR);
-                       self.current_ammo = ammo_rockets;
                        self.rl_release = 1;
                        return TRUE;
                }
@@ -487,10 +416,10 @@ float W_Devastator(float req)
                                ammo_amount = FALSE;
                                if(WEP_CVAR(devastator, reload_ammo))
                                {
-                                       if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
+                                       if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
                                                ammo_amount = TRUE;
                                }
-                               else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
+                               else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                                        ammo_amount = TRUE;
                                return !ammo_amount;
                        }
@@ -501,6 +430,11 @@ float W_Devastator(float req)
                {
                        return FALSE;
                }
+               case WR_CONFIG:
+               {
+                       DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
                case WR_RESETPLAYER:
                {
                        self.rl_release = 0;
@@ -508,7 +442,7 @@ float W_Devastator(float req)
                }
                case WR_RELOAD:
                {
-                       W_Reload(WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo), WEP_CVAR(devastator, reload_time), "weapons/reload.wav");
+                       W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -541,11 +475,16 @@ float W_Devastator(float req)
                                
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_sound("weapons/rocket_impact.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
        return TRUE;
 }