]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hook.qc
Move weapons into a folder like items, monsters, turrets, and vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hook.qc
diff --git a/qcsrc/common/weapons/w_hook.qc b/qcsrc/common/weapons/w_hook.qc
deleted file mode 100644 (file)
index 6c5519e..0000000
+++ /dev/null
@@ -1,368 +0,0 @@
-#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ HOOK,
-/* function  */ W_Hook,
-/* ammotype  */ ammo_fuel,
-/* impulse   */ 0,
-/* flags     */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ 0,
-/* color     */ '0 0.5 0',
-/* modelname */ "hookgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhook 0.5",
-/* wepimg    */ "weaponhook",
-/* refname   */ "hook",
-/* wepname   */ _("Grappling Hook")
-);
-
-#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
-#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, PRI,  ammo) \
-       w_cvar(id, sn, PRI,  hooked_ammo) \
-       w_cvar(id, sn, PRI,  hooked_time_free) \
-       w_cvar(id, sn, PRI,  hooked_time_max) \
-       w_cvar(id, sn, SEC,  damage) \
-       w_cvar(id, sn, SEC,  duration) \
-       w_cvar(id, sn, SEC,  edgedamage) \
-       w_cvar(id, sn, SEC,  force) \
-       w_cvar(id, sn, SEC,  gravity) \
-       w_cvar(id, sn, SEC,  lifetime) \
-       w_cvar(id, sn, SEC,  power) \
-       w_cvar(id, sn, SEC,  radius) \
-       w_cvar(id, sn, SEC,  speed) \
-       w_cvar(id, sn, SEC,  health) \
-       w_cvar(id, sn, SEC,  damageforcescale) \
-       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)
-
-#ifdef SVQC
-HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-
-.float dmg;
-.float dmg_edge;
-.float dmg_radius;
-.float dmg_force;
-.float dmg_power;
-.float dmg_duration;
-.float dmg_last;
-.float hook_refire;
-.float hook_time_hooked;
-.float hook_time_fueldecrease;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-
-void spawnfunc_weapon_hook(void)
-{
-       if(g_grappling_hook) // offhand hook
-       {
-               startitem_failed = true;
-               remove(self);
-               return;
-       }
-       weapon_defaultspawnfunc(WEP_HOOK.m_id);
-}
-
-void W_Hook_ExplodeThink(void)
-{
-       float dt, dmg_remaining_next, f;
-
-       dt = time - self.teleport_time;
-       dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
-
-       f = self.dmg_last - dmg_remaining_next;
-       self.dmg_last = dmg_remaining_next;
-
-       RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
-       self.projectiledeathtype |= HITTYPE_BOUNCE;
-       //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
-
-       if(dt < self.dmg_duration)
-               self.nextthink = time + 0.05; // soon
-       else
-               remove(self);
-}
-
-void W_Hook_Explode2(void)
-{
-       self.event_damage = func_null;
-       self.touch = func_null;
-       self.effects |= EF_NODRAW;
-
-       self.think = W_Hook_ExplodeThink;
-       self.nextthink = time;
-       self.dmg = WEP_CVAR_SEC(hook, damage);
-       self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
-       self.dmg_radius = WEP_CVAR_SEC(hook, radius);
-       self.dmg_force = WEP_CVAR_SEC(hook, force);
-       self.dmg_power = WEP_CVAR_SEC(hook, power);
-       self.dmg_duration = WEP_CVAR_SEC(hook, duration);
-       self.teleport_time = time;
-       self.dmg_last = 1;
-       self.movetype = MOVETYPE_NONE;
-}
-
-void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
-       if(self.health <= 0)
-               return;
-
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
-               return; // g_projectiles_damage says to halt
-
-       self.health = self.health - damage;
-
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
-}
-
-void W_Hook_Touch2(void)
-{
-       PROJECTILE_TOUCH;
-       self.use();
-}
-
-void W_Hook_Attack2(void)
-{
-       entity gren;
-
-       //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
-       W_SetupShot(self, false, 4, W_Sound("hookbomb_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
-
-       gren = spawn();
-       gren.owner = gren.realowner = self;
-       gren.classname = "hookbomb";
-       gren.bot_dodge = true;
-       gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
-       gren.movetype = MOVETYPE_TOSS;
-       PROJECTILE_MAKETRIGGER(gren);
-       gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
-       setorigin(gren, w_shotorg);
-       setsize(gren, '0 0 0', '0 0 0');
-
-       gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
-       gren.think = adaptor_think2use_hittype_splash;
-       gren.use = W_Hook_Explode2;
-       gren.touch = W_Hook_Touch2;
-
-       gren.takedamage = DAMAGE_YES;
-       gren.health = WEP_CVAR_SEC(hook, health);
-       gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
-       gren.event_damage = W_Hook_Damage;
-       gren.damagedbycontents = true;
-       gren.missile_flags = MIF_SPLASH | MIF_ARC;
-
-       gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
-       if(autocvar_g_projectiles_newton_style)
-               gren.velocity = gren.velocity + self.velocity;
-
-       gren.gravity = WEP_CVAR_SEC(hook, gravity);
-       //W_SetupProjVelocity_Basic(gren); // just falling down!
-
-       gren.angles = '0 0 0';
-       gren.flags = FL_PROJECTILE;
-
-       CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
-
-       MUTATOR_CALLHOOK(EditProjectile, self, gren);
-}
-
-bool W_Hook(int req)
-{
-       float hooked_time_max, hooked_fuel;
-
-       switch(req)
-       {
-               case WR_AIM:
-               {
-                       // no bot AI for hook (yet?)
-                       return true;
-               }
-               case WR_THINK:
-               {
-                       if(self.BUTTON_ATCK || self.BUTTON_HOOK)
-                       {
-                               if(!self.hook)
-                               if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
-                               if(!(self.hook_state & HOOK_FIRING))
-                               if(time > self.hook_refire)
-                               if(weapon_prepareattack(0, -1))
-                               {
-                                       W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
-                                       self.hook_state |= HOOK_FIRING;
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
-                               }
-                       }
-
-                       if(self.BUTTON_ATCK2)
-                       {
-                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
-                               {
-                                       W_Hook_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
-                               }
-                       }
-
-                       if(self.hook)
-                       {
-                               // if hooked, no bombs, and increase the timer
-                               self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
-
-                               // hook also inhibits health regeneration, but only for 1 second
-                               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-                                       self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
-                       }
-
-                       if(self.hook && self.hook.state == 1)
-                       {
-                               hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
-                               if(hooked_time_max > 0)
-                               {
-                                       if( time > self.hook_time_hooked + hooked_time_max )
-                                               self.hook_state |= HOOK_REMOVING;
-                               }
-
-                               hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
-                               if(hooked_fuel > 0)
-                               {
-                                       if( time > self.hook_time_fueldecrease )
-                                       {
-                                               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-                                               {
-                                                       if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
-                                                       {
-                                                               W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
-                                                               self.hook_time_fueldecrease = time;
-                                                               // decrease next frame again
-                                                       }
-                                                       else
-                                                       {
-                                                               self.ammo_fuel = 0;
-                                                               self.hook_state |= HOOK_REMOVING;
-                                                               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               self.hook_time_hooked = time;
-                               self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
-                       }
-
-                       if(self.BUTTON_CROUCH)
-                       {
-                               self.hook_state &= ~HOOK_PULLING;
-                               if(self.BUTTON_ATCK || self.BUTTON_HOOK)
-                                       self.hook_state &= ~HOOK_RELEASING;
-                               else
-                                       self.hook_state |= HOOK_RELEASING;
-                       }
-                       else
-                       {
-                               self.hook_state |= HOOK_PULLING;
-                               self.hook_state &= ~HOOK_RELEASING;
-
-                               if(self.BUTTON_ATCK || self.BUTTON_HOOK)
-                               {
-                                       // already fired
-                                       if(self.hook)
-                                               self.hook_state |= HOOK_WAITING_FOR_RELEASE;
-                               }
-                               else
-                               {
-                                       self.hook_state |= HOOK_REMOVING;
-                                       self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
-                               }
-                       }
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_model(W_Model("g_hookgun.md3"));
-                       precache_model(W_Model("v_hookgun.md3"));
-                       precache_model(W_Model("h_hookgun.iqm"));
-                       precache_sound(W_Sound("hook_impact")); // done by g_hook.qc
-                       precache_sound(W_Sound("hook_fire"));
-                       precache_sound(W_Sound("hookbomb_fire"));
-                       HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
-               }
-               case WR_SETUP:
-               {
-                       self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
-                       return true;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       if(self.hook)
-                               return self.ammo_fuel > 0;
-                       else
-                               return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
-               }
-               case WR_CHECKAMMO2:
-               {
-                       // infinite ammo for now
-                       return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
-               }
-               case WR_CONFIG:
-               {
-                       HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
-               }
-               case WR_RESETPLAYER:
-               {
-                       self.hook_refire = time;
-                       return true;
-               }
-               case WR_SUICIDEMESSAGE:
-               {
-                       return false;
-               }
-               case WR_KILLMESSAGE:
-               {
-                       return WEAPON_HOOK_MURDER;
-               }
-       }
-       return false;
-}
-#endif
-#ifdef CSQC
-bool W_Hook(int req)
-{
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum(EFFECT_HOOK_EXPLODE), org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, W_Sound("hookbomb_impact"), VOL_BASE, ATTN_NORM);
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_sound(W_Sound("hookbomb_impact"));
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
-#endif
-#endif