]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
Weapons: store switchweapon as direct weapon reference
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index 8c080862db500649b02d61508b1c1ae90b0c4a8d..31701c3194bb75ae3419006beacff63c608ec3f1 100644 (file)
@@ -13,61 +13,66 @@ CLASS(Devastator, Weapon)
 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
 /* wepimg    */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
 /* refname   */ ATTRIB(Devastator, netname, string, "devastator");
-/* wepname   */ ATTRIB(Devastator, message, string, _("Devastator"));
+/* wepname   */ ATTRIB(Devastator, m_name, string, _("Devastator"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, NONE) \
+        P(class, prefix, animtime, float, NONE) \
+        P(class, prefix, damageforcescale, float, NONE) \
+        P(class, prefix, damage, float, NONE) \
+        P(class, prefix, detonatedelay, float, NONE) \
+        P(class, prefix, edgedamage, float, NONE) \
+        P(class, prefix, force, float, NONE) \
+        P(class, prefix, guidedelay, float, NONE) \
+        P(class, prefix, guidegoal, float, NONE) \
+        P(class, prefix, guideratedelay, float, NONE) \
+        P(class, prefix, guiderate, float, NONE) \
+        P(class, prefix, guidestop, float, NONE) \
+        P(class, prefix, health, float, NONE) \
+        P(class, prefix, lifetime, float, NONE) \
+        P(class, prefix, radius, float, NONE) \
+        P(class, prefix, refire, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, remote_damage, float, NONE) \
+        P(class, prefix, remote_edgedamage, float, NONE) \
+        P(class, prefix, remote_force, float, NONE) \
+        P(class, prefix, remote_jump_damage, float, NONE) \
+        P(class, prefix, remote_jump_radius, float, NONE) \
+        P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
+        P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
+        P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
+        P(class, prefix, remote_radius, float, NONE) \
+        P(class, prefix, speedaccel, float, NONE) \
+        P(class, prefix, speedstart, float, NONE) \
+        P(class, prefix, speed, float, NONE) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               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, Devastator, devastator)
+#undef X
+
 ENDCLASS(Devastator)
-REGISTER_WEAPON(DEVASTATOR, NEW(Devastator));
-
-#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_jump_damage) \
-       w_cvar(id, sn, NONE, remote_jump_radius) \
-       w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
-       w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
-       w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
-       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) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
 
 #ifdef SVQC
-DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float rl_release;
 .float rl_detonate_later;
 #endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
+spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
 
-void W_Devastator_Unregister(void)
+.entity lastrocket;
+
+void W_Devastator_Unregister()
 {SELFPARAM();
        if(self.realowner && self.realowner.lastrocket == self)
        {
@@ -76,7 +81,7 @@ void W_Devastator_Unregister(void)
        }
 }
 
-void W_Devastator_Explode(void)
+void W_Devastator_Explode()
 {SELFPARAM();
        W_Devastator_Unregister();
 
@@ -109,14 +114,15 @@ void W_Devastator_Explode(void)
                if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        self.realowner.cnt = WEP_DEVASTATOR.m_id;
-                       ATTACK_FINISHED(self.realowner) = time;
-                       self.realowner.switchweapon = w_getbestweapon(self.realowner);
+                       int slot = 0; // TODO: unhardcode
+                       ATTACK_FINISHED(self.realowner, slot) = time;
+                       PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
                }
        }
        remove(self);
 }
 
-void W_Devastator_DoRemoteExplode(void)
+void W_Devastator_DoRemoteExplode(.entity weaponentity)
 {SELFPARAM();
        W_Devastator_Unregister();
 
@@ -188,14 +194,15 @@ void W_Devastator_DoRemoteExplode(void)
                if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        self.realowner.cnt = WEP_DEVASTATOR.m_id;
-                       ATTACK_FINISHED(self.realowner) = time;
-                       self.realowner.switchweapon = w_getbestweapon(self.realowner);
+                       int slot = weaponslot(weaponentity);
+                       ATTACK_FINISHED(self.realowner, slot) = time;
+                       PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
                }
        }
        remove(self);
 }
 
-void W_Devastator_RemoteExplode(void)
+void W_Devastator_RemoteExplode(.entity weaponentity)
 {SELFPARAM();
        if(self.realowner.deadflag == DEAD_NO)
        if(self.realowner.lastrocket)
@@ -205,7 +212,7 @@ void W_Devastator_RemoteExplode(void)
                        : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
                )
                {
-                       W_Devastator_DoRemoteExplode();
+                       W_Devastator_DoRemoteExplode(weaponentity);
                }
        }
 }
@@ -243,7 +250,7 @@ vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
 //   normalize(thisdir + goaldir)
 //   normalize(0)
 
-void W_Devastator_Think(void)
+void W_Devastator_Think()
 {SELFPARAM();
        vector desireddir, olddir, newdir, desiredorigin, goal;
        float velspeed, f;
@@ -302,15 +309,16 @@ void W_Devastator_Think(void)
                        }
                }
 
+               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                if(self.rl_detonate_later)
-                       W_Devastator_RemoteExplode();
+                       W_Devastator_RemoteExplode(weaponentity);
        }
 
        if(self.csqcprojectile_clientanimate == 0)
                UpdateCSQCProjectile(self);
 }
 
-void W_Devastator_Touch(void)
+void W_Devastator_Touch()
 {SELFPARAM();
        if(WarpZone_Projectile_Touch())
        {
@@ -518,27 +526,26 @@ void W_Devastator_Attack(Weapon thiswep)
                        }
                }
                #endif
-               METHOD(Devastator, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
+                               thiswep.wr_reload(thiswep);
                        } else {
-                               if(fire1)
+                               if(fire & 1)
                                {
                                        if(actor.rl_release || WEP_CVAR(devastator, guidestop))
-                                       if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(devastator, refire)))
+                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
                                        {
                                                W_Devastator_Attack(thiswep);
-                                               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
                                                actor.rl_release = 0;
                                        }
                                }
                                else
                                        actor.rl_release = 1;
 
-                               if(fire2)
-                               if(actor.switchweapon == WEP_DEVASTATOR.m_id)
+                               if(fire & 2)
+                               if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
                                {
                                        entity rock;
                                        bool rockfound = false;
@@ -555,10 +562,6 @@ void W_Devastator_Attack(Weapon thiswep)
                                }
                        }
                }
-               METHOD(Devastator, wr_init, void(entity thiswep))
-               {
-                       DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
                METHOD(Devastator, wr_setup, void(entity thiswep))
                {
                        self.rl_release = 1;
@@ -567,7 +570,7 @@ void W_Devastator_Attack(Weapon thiswep)
                {
                        #if 0
                        // don't switch while guiding a missile
-                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR.m_id)
+                       if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_DEVASTATOR.m_id)
                        {
                                ammo_amount = false;
                                if(WEP_CVAR(devastator, reload_ammo))
@@ -603,12 +606,9 @@ void W_Devastator_Attack(Weapon thiswep)
                {
                        return false;
                }
-               METHOD(Devastator, wr_config, void(entity thiswep))
-               {
-                       DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
                METHOD(Devastator, wr_resetplayer, void(entity thiswep))
                {
+                       self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
                        self.rl_release = 0;
                }
                METHOD(Devastator, wr_reload, void(entity thiswep))
@@ -634,7 +634,7 @@ void W_Devastator_Attack(Weapon thiswep)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 12;
-                       pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
+                       pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
                        if(!w_issilent)
                                sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
                }