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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / blaster.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ BLASTER,
4 /* function  */ W_Blaster,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 1,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ 0,
9 /* color     */ '1 0.5 0.5',
10 /* modelname */ "laser",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairlaser 0.5",
13 /* wepimg    */ "weaponlaser",
14 /* refname   */ "blaster",
15 /* wepname   */ _("Blaster")
16 );
17
18 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
19 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, BOTH, animtime) \
21         w_cvar(id, sn, BOTH, damage) \
22         w_cvar(id, sn, BOTH, delay) \
23         w_cvar(id, sn, BOTH, edgedamage) \
24         w_cvar(id, sn, BOTH, force) \
25         w_cvar(id, sn, BOTH, force_zscale) \
26         w_cvar(id, sn, BOTH, lifetime) \
27         w_cvar(id, sn, BOTH, radius) \
28         w_cvar(id, sn, BOTH, refire) \
29         w_cvar(id, sn, BOTH, shotangle) \
30         w_cvar(id, sn, BOTH, speed) \
31         w_cvar(id, sn, BOTH, spread) \
32         w_cvar(id, sn, NONE, secondary) \
33         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
34         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
35         w_prop(id, sn, string, weaponreplace, weaponreplace) \
36         w_prop(id, sn, float,  weaponstart, weaponstart) \
37         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
38         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
39
40 #ifdef SVQC
41 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
42 .float blaster_damage;
43 .float blaster_edgedamage;
44 .float blaster_radius;
45 .float blaster_force;
46 .float blaster_lifetime;
47 #endif
48 #endif
49 #ifdef IMPLEMENTATION
50 #ifdef SVQC
51 void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
52 void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
53
54 void W_Blaster_Touch(void)
55 {SELFPARAM();
56         PROJECTILE_TOUCH;
57
58         self.event_damage = func_null;
59
60         RadiusDamage(
61                 self,
62                 self.realowner,
63                 self.blaster_damage,
64                 self.blaster_edgedamage,
65                 self.blaster_radius,
66                 world,
67                 world,
68                 self.blaster_force,
69                 self.projectiledeathtype,
70                 other
71         );
72
73         remove(self);
74 }
75
76 void W_Blaster_Think(void)
77 {SELFPARAM();
78         self.movetype = MOVETYPE_FLY;
79         self.think = SUB_Remove;
80         self.nextthink = time + self.blaster_lifetime;
81         CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
82 }
83
84 void W_Blaster_Attack(
85         float atk_deathtype,
86         float atk_shotangle,
87         float atk_damage,
88         float atk_edgedamage,
89         float atk_radius,
90         float atk_force,
91         float atk_speed,
92         float atk_spread,
93         float atk_delay,
94         float atk_lifetime)
95 {SELFPARAM();
96         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
97
98         W_SetupShot_Dir(self, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
99         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
100
101         entity missile = spawn();
102         missile.owner = missile.realowner = self;
103         missile.classname = "blasterbolt";
104         missile.bot_dodge = true;
105         missile.bot_dodgerating = atk_damage;
106         PROJECTILE_MAKETRIGGER(missile);
107
108         missile.blaster_damage = atk_damage;
109         missile.blaster_edgedamage = atk_edgedamage;
110         missile.blaster_radius = atk_radius;
111         missile.blaster_force = atk_force;
112         missile.blaster_lifetime = atk_lifetime;
113
114         setorigin(missile, w_shotorg);
115         setsize(missile, '0 0 0', '0 0 0');
116
117         W_SetupProjVelocity_Explicit(
118                 missile,
119                 w_shotdir,
120                 v_up,
121                 atk_speed,
122                 0,
123                 0,
124                 atk_spread,
125                 false
126         );
127
128         missile.angles = vectoangles(missile.velocity);
129
130         //missile.glow_color = 250; // 244, 250
131         //missile.glow_size = 120;
132
133         missile.touch = W_Blaster_Touch;
134         missile.flags = FL_PROJECTILE;
135         missile.missile_flags = MIF_SPLASH;
136         missile.projectiledeathtype = atk_deathtype;
137         missile.think = W_Blaster_Think;
138         missile.nextthink = time + atk_delay;
139
140         MUTATOR_CALLHOOK(EditProjectile, self, missile);
141
142         if(time >= missile.nextthink)
143         {
144                 WITH(entity, self, missile, missile.think());
145         }
146 }
147 bool W_Blaster(int request)
148 {SELFPARAM();
149         switch(request)
150         {
151                 case WR_AIM:
152                 {
153                         if(WEP_CVAR(blaster, secondary))
154                         {
155                                 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
156                                         { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
157                                 else
158                                         { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
159                         }
160                         else
161                                 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
162
163                         return true;
164                 }
165
166                 case WR_THINK:
167                 {
168                         if(self.BUTTON_ATCK)
169                         {
170                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
171                                 {
172                                         W_Blaster_Attack(
173                                                 WEP_BLASTER.m_id,
174                                                 WEP_CVAR_PRI(blaster, shotangle),
175                                                 WEP_CVAR_PRI(blaster, damage),
176                                                 WEP_CVAR_PRI(blaster, edgedamage),
177                                                 WEP_CVAR_PRI(blaster, radius),
178                                                 WEP_CVAR_PRI(blaster, force),
179                                                 WEP_CVAR_PRI(blaster, speed),
180                                                 WEP_CVAR_PRI(blaster, spread),
181                                                 WEP_CVAR_PRI(blaster, delay),
182                                                 WEP_CVAR_PRI(blaster, lifetime)
183                                         );
184                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
185                                 }
186                         }
187                         else if(self.BUTTON_ATCK2)
188                         {
189                                 switch(WEP_CVAR(blaster, secondary))
190                                 {
191                                         case 0: // switch to last used weapon
192                                         {
193                                                 if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
194                                                         W_LastWeapon();
195                                                 break;
196                                         }
197
198                                         case 1: // normal projectile secondary
199                                         {
200                                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
201                                                 {
202                                                         W_Blaster_Attack(
203                                                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
204                                                                 WEP_CVAR_SEC(blaster, shotangle),
205                                                                 WEP_CVAR_SEC(blaster, damage),
206                                                                 WEP_CVAR_SEC(blaster, edgedamage),
207                                                                 WEP_CVAR_SEC(blaster, radius),
208                                                                 WEP_CVAR_SEC(blaster, force),
209                                                                 WEP_CVAR_SEC(blaster, speed),
210                                                                 WEP_CVAR_SEC(blaster, spread),
211                                                                 WEP_CVAR_SEC(blaster, delay),
212                                                                 WEP_CVAR_SEC(blaster, lifetime)
213                                                         );
214                                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
215                                                 }
216
217                                                 break;
218                                         }
219                                 }
220                         }
221                         return true;
222                 }
223
224                 case WR_INIT:
225                 {
226                         BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
227                         return true;
228                 }
229
230                 case WR_SETUP:
231                 {
232                         self.ammo_field = ammo_none;
233                         return true;
234                 }
235
236                 case WR_CHECKAMMO1:
237                 case WR_CHECKAMMO2:
238                 {
239                         return true; // laser has infinite ammo
240                 }
241
242                 case WR_CONFIG:
243                 {
244                         BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
245                         return true;
246                 }
247
248                 case WR_SUICIDEMESSAGE:
249                 {
250                         return WEAPON_BLASTER_SUICIDE;
251                 }
252
253                 case WR_KILLMESSAGE:
254                 {
255                         return WEAPON_BLASTER_MURDER;
256                 }
257         }
258         return false;
259 }
260 #endif
261 #ifdef CSQC
262 bool W_Blaster(int request)
263 {SELFPARAM();
264         switch(request)
265         {
266                 case WR_IMPACTEFFECT:
267                 {
268                         vector org2;
269                         org2 = w_org + w_backoff * 6;
270                         pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
271                         if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
272                         return true;
273                 }
274
275                 case WR_INIT:
276                 {
277                         return true;
278                 }
279                 case WR_ZOOMRETICLE:
280                 {
281                         // no weapon specific image for this weapon
282                         return false;
283                 }
284         }
285         return false;
286 }
287 #endif
288 #endif