]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_crylink.qc
Rename AMMO_vAL to WEP_AMMO
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_crylink.qc
index 523e498fba789256558fdd56932e52de5e1b047e..5d38038341877b9b4c9154e53caf5f3e80d90cf9 100644 (file)
@@ -1,50 +1,55 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id */ CRYLINK,
-/* function */ w_crylink,
-/* ammotype */ IT_CELLS,
+/* function */ W_Crylink,
+/* ammotype */ ammo_cells,
 /* impulse  */ 6,
 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
 /* rating   */ BOT_PICKUP_RATING_MID,
+/* color       */ '1 0.5 1',
 /* model    */ "crylink",
 /* netname  */ "crylink",
 /* fullname */ _("Crylink")
 );
 
-#define CRYLINK_SETTINGS(weapon) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, edgedamage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, radius) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, force) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, spread) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, shots) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, bounces) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, bouncedamagefactor) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, middle_lifetime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, middle_fadetime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, other_lifetime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, other_fadetime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, linkexplode) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joindelay) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinspread) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, jointime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_damage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_edgedamage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_radius) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_force) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  spreadtype) \
-       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 CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
+#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, ammo) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, edgedamage) \
+       w_cvar(id, sn, BOTH, radius) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, shots) \
+       w_cvar(id, sn, BOTH, bounces) \
+       w_cvar(id, sn, BOTH, bouncedamagefactor) \
+       w_cvar(id, sn, BOTH, middle_lifetime) \
+       w_cvar(id, sn, BOTH, middle_fadetime) \
+       w_cvar(id, sn, BOTH, other_lifetime) \
+       w_cvar(id, sn, BOTH, other_fadetime) \
+       w_cvar(id, sn, BOTH, linkexplode) \
+       w_cvar(id, sn, BOTH, joindelay) \
+       w_cvar(id, sn, BOTH, joinspread) \
+       w_cvar(id, sn, BOTH, joinexplode) \
+       w_cvar(id, sn, BOTH, joinexplode_damage) \
+       w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
+       w_cvar(id, sn, BOTH, joinexplode_radius) \
+       w_cvar(id, sn, BOTH, joinexplode_force) \
+       w_cvar(id, sn, SEC,  spreadtype) \
+       w_cvar(id, sn, NONE, secondary) \
+       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
-CRYLINK_SETTINGS(crylink)
+CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float gravity;
 .float crylink_waitrelease;
 .entity crylink_lastgroup;
@@ -130,10 +135,9 @@ void W_Crylink_LinkExplode (entity e, entity e2)
 // stored in w_crylink_linkjoin_time.
 // could possibly network this origin and time, and display a special particle
 // effect when projectiles meet there :P
-// jspeed: MINIMUM jing speed
-// jtime: MAXIMUM jing time (0: none)
+// jspeed: joining speed (calculate this as join spread * initial speed)
 float w_crylink_linkjoin_time;
-vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
+vector W_Crylink_LinkJoin(entity e, float jspeed)
 {
        vector avg_origin, avg_velocity;
        vector targ_origin;
@@ -170,7 +174,7 @@ vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
        if(avg_dist == 0)
                return avg_origin; // no change needed
 
-       if(jspeed == 0 && jtime == 0)
+       if(jspeed == 0)
        {
                e.velocity = avg_velocity;
                UpdateCSQCProjectile(e);
@@ -183,15 +187,7 @@ vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
        }
        else
        {
-               if(jtime)
-               {
-                       if(jspeed)
-                               w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
-                       else
-                               w_crylink_linkjoin_time = jtime;
-               }
-               else
-                       w_crylink_linkjoin_time = avg_dist / jspeed;
+               w_crylink_linkjoin_time = avg_dist / jspeed;
                targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
 
                e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
@@ -245,10 +241,18 @@ void W_Crylink_LinkJoinEffect_Think()
                        if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
                        {
                                n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
-                               RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
-                                                                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
-                                                                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n, e.realowner, world,
-                                                                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n, e.projectiledeathtype, other);
+                               RadiusDamage(
+                                       e,
+                                       e.realowner,
+                                       WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
+                                       WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
+                                       WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
+                                       e.realowner,
+                                       world,
+                                       WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
+                                       e.projectiledeathtype,
+                                       other
+                               );
                                pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
                        }
                }
@@ -266,10 +270,10 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
        {
                if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
                {
-                       if(IsDifferentTeam(head, projectile.realowner))
-                               ++hit_enemy;
-                       else
+                       if(SAME_TEAM(head, projectile.realowner))
                                ++hit_friendly;
+                       else
+                               ++hit_enemy;
                }
                        
                head = head.chain;
@@ -338,7 +342,7 @@ void W_Crylink_Attack (void)
        vector forward, right, up;
        float maxdmg;
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_PRI(crylink, ammo));
 
        maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
        maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
@@ -400,7 +404,7 @@ void W_Crylink_Attack (void)
                        s_z = v_forward_y;
                }
                s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
-               W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
+               W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
                proj.touch = W_Crylink_Touch;
 
                proj.think = W_Crylink_Fadethink;
@@ -425,13 +429,13 @@ void W_Crylink_Attack (void)
                //proj.glow_size = 20;
 
                proj.flags = FL_PROJECTILE;
-    proj.missile_flags = MIF_SPLASH;
+               proj.missile_flags = MIF_SPLASH;
     
                CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
 
                other = proj; MUTATOR_CALLHOOK(EditProjectile);
        }
-       if(WEP_CVAR_PRI(crylink, joinspread) != 0 || WEP_CVAR_PRI(crylink, jointime) != 0)
+       if(WEP_CVAR_PRI(crylink, joinspread) != 0)
        {
                self.crylink_lastgroup = proj;
                W_Crylink_CheckLinks(proj);
@@ -447,7 +451,7 @@ void W_Crylink_Attack2 (void)
        vector forward, right, up;
        float maxdmg;
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_SEC(crylink, ammo));
 
        maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
        maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
@@ -517,7 +521,7 @@ void W_Crylink_Attack2 (void)
                        s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
                }
 
-               W_SetupProjectileVelocityEx(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
+               W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
                proj.touch = W_Crylink_Touch;
                proj.think = W_Crylink_Fadethink;
                if(counter == (shots - 1) / 2)
@@ -547,7 +551,7 @@ void W_Crylink_Attack2 (void)
 
                other = proj; MUTATOR_CALLHOOK(EditProjectile);
        }
-       if(WEP_CVAR_SEC(crylink, joinspread) != 0 || WEP_CVAR_SEC(crylink, jointime) != 0)
+       if(WEP_CVAR_SEC(crylink, joinspread) != 0)
        {
                self.crylink_lastgroup = proj;
                W_Crylink_CheckLinks(proj);
@@ -555,7 +559,7 @@ void W_Crylink_Attack2 (void)
        }
 }
 
-float w_crylink(float req)
+float W_Crylink(float req)
 {
        float ammo_amount;
        switch(req)
@@ -571,7 +575,7 @@ float w_crylink(float req)
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
+                       if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
 
                        if (self.BUTTON_ATCK)
@@ -605,7 +609,7 @@ float w_crylink(float req)
                                                entity linkjoineffect;
                                                float isprimary = (self.crylink_waitrelease == 1);
                                                
-                                               pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed), WEP_CVAR_BOTH(crylink, isprimary, jointime));
+                                               pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
 
                                                linkjoineffect = spawn();
                                                linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
@@ -615,8 +619,8 @@ float w_crylink(float req)
                                                setorigin(linkjoineffect, pos);
                                        }
                                        self.crylink_waitrelease = 0;
-                                       if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
-                                       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                       if(!W_Crylink(WR_CHECKAMMO1) && !W_Crylink(WR_CHECKAMMO2))
+                                       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
                                                // ran out of ammo!
                                                self.cnt = WEP_CRYLINK;
@@ -635,12 +639,7 @@ float w_crylink(float req)
                        precache_sound ("weapons/crylink_fire.wav");
                        precache_sound ("weapons/crylink_fire2.wav");
                        precache_sound ("weapons/crylink_linkjoin.wav");
-                       WEP_SET_PROPS(CRYLINK_SETTINGS(crylink), WEP_CRYLINK)
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       self.current_ammo = ammo_cells;
+                       CRYLINK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
@@ -649,8 +648,8 @@ float w_crylink(float req)
                        if(self.crylink_lastgroup && self.crylink_waitrelease)
                                return TRUE;
 
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_primary_ammo;
+                       ammo_amount = self.WEP_AMMO(WEP_CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
+                       ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
@@ -659,18 +658,18 @@ float w_crylink(float req)
                        if(self.crylink_lastgroup && self.crylink_waitrelease)
                                return TRUE;
 
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_secondary_ammo;
+                       ammo_amount = self.WEP_AMMO(WEP_CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
+                       ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
                        return ammo_amount;
                }
                case WR_CONFIG:
                {
-                       WEP_CONFIG_SETTINGS(CRYLINK_SETTINGS(crylink))
+                       CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
                        return TRUE;
                }
                case WR_RELOAD:
                {
-                       W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
+                       W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -686,7 +685,7 @@ float w_crylink(float req)
 }
 #endif
 #ifdef CSQC
-float w_crylink(float req)
+float W_Crylink(float req)
 {
        switch(req)
        {
@@ -715,6 +714,11 @@ float w_crylink(float req)
                        precache_sound("weapons/crylink_impact.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
        return TRUE;
 }