]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hook.qc
Add multiplier for compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hook.qc
index 7f03744f9a581352a04ca9befba98cb21f945496..36b27ea817223b226450296208ee192c58031912 100644 (file)
@@ -1,17 +1,46 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id  */ HOOK,
-/* function  */ w_hook,
-/* ammotype  */ IT_CELLS|IT_FUEL,
-/* impulse   */ 0,
-/* flags     */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ 0,
-/* model     */ "hookgun",
-/* shortname */ "hook",
-/* fullname  */ _("Grappling Hook")
+/* 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',
+/* model    */ "hookgun",
+/* crosshair */ "gfx/crosshairhook 0.5",
+/* netname  */ "hook",
+/* fullname */ _("Grappling Hook")
 );
-#else
+
+#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)
+
 #ifdef SVQC
+HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+
 .float dmg;
 .float dmg_edge;
 .float dmg_radius;
@@ -22,6 +51,20 @@ REGISTER_WEAPON(
 .float hook_refire;
 .float hook_time_hooked;
 .float hook_time_fueldecrease;
+#endif
+#else
+#ifdef SVQC
+
+void spawnfunc_weapon_hook()
+{
+       if(g_grappling_hook) // offhand hook
+       {
+               startitem_failed = TRUE;
+               remove(self);
+               return;
+       }
+       weapon_defaultspawnfunc(WEP_HOOK);
+}
 
 void W_Hook_ExplodeThink (void)
 {
@@ -51,12 +94,12 @@ void W_Hook_Explode2 (void)
 
        self.think = W_Hook_ExplodeThink;
        self.nextthink = time;
-       self.dmg = autocvar_g_balance_hook_secondary_damage;
-       self.dmg_edge = autocvar_g_balance_hook_secondary_edgedamage;
-       self.dmg_radius = autocvar_g_balance_hook_secondary_radius;
-       self.dmg_force = autocvar_g_balance_hook_secondary_force;
-       self.dmg_power = autocvar_g_balance_hook_secondary_power;
-       self.dmg_duration = autocvar_g_balance_hook_secondary_duration;
+       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;
@@ -86,38 +129,38 @@ void W_Hook_Attack2()
 {
        entity gren;
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hook_secondary_ammo, FALSE);
-       W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, autocvar_g_balance_hook_secondary_damage);
+       //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
+       W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", 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 = autocvar_g_balance_hook_secondary_damage;
+       gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
        gren.movetype = MOVETYPE_TOSS;
        PROJECTILE_MAKETRIGGER(gren);
        gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
        setorigin(gren, w_shotorg);
        setsize(gren, '0 0 0', '0 0 0');
 
-       gren.nextthink = time + autocvar_g_balance_hook_secondary_lifetime;
+       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 = autocvar_g_balance_hook_secondary_health;
-       gren.damageforcescale = autocvar_g_balance_hook_secondary_damageforcescale;
+       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' * autocvar_g_balance_hook_secondary_speed;
+       gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
        if(autocvar_g_projectiles_newton_style)
                gren.velocity = gren.velocity + self.velocity;
 
-       gren.gravity = autocvar_g_balance_hook_secondary_gravity;
-       //W_SetupProjectileVelocity(gren); // just falling down!
+       gren.gravity = WEP_CVAR_SEC(hook, gravity);
+       //W_SetupProjVelocity_Basic(gren); // just falling down!
 
        gren.angles = '0 0 0';
        gren.flags = FL_PROJECTILE;
@@ -127,179 +170,193 @@ void W_Hook_Attack2()
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void spawnfunc_weapon_hook (void)
-{
-       if(g_grappling_hook) // offhand hook
-       {
-               startitem_failed = TRUE;
-               remove(self);
-               return;
-       }
-       weapon_defaultspawnfunc(WEP_HOOK);
-}
-
-float w_hook(float req)
+float W_Hook(float req)
 {
        float hooked_time_max, hooked_fuel;
                
-       if (req == WR_AIM)
+       switch(req)
        {
-               // ... sorry ...
-       }
-       else if (req == WR_THINK)
-       {
-               if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+               case WR_AIM:
                {
-                       if(!self.hook)
-                       if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
-                       if not(self.hook_state & HOOK_FIRING)
-                       if (time > self.hook_refire)
-                       if (weapon_prepareattack(0, -1))
-                       {
-                               W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_hook_primary_fuel, FALSE);
-                               self.hook_state |= HOOK_FIRING;
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hook_primary_animtime, w_ready);                         
-                       }
+                       // no bot AI for hook (yet?)
+                       return TRUE;
                }
-
-               if (self.BUTTON_ATCK2)
+               case WR_THINK:
                {
-                       if (weapon_prepareattack(1, autocvar_g_balance_hook_secondary_refire))
+                       if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
                        {
-                               W_Hook_Attack2();
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hook_secondary_animtime, w_ready);
+                               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.hook)
-               {
-                       // if hooked, no bombs, and increase the timer
-                       self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_hook_primary_refire * W_WeaponRateFactor());
 
-                       // hook also inhibits health regeneration, but only for 1 second
-                       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-                               self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
-               }
+                       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 && self.hook.state == 1)
-               {
-                       hooked_time_max = autocvar_g_balance_hook_primary_hooked_time_max;                      
-                       if (hooked_time_max > 0)
+                       if(self.hook)
                        {
-                               if ( time > self.hook_time_hooked + hooked_time_max )
-                                       self.hook_state |= HOOK_REMOVING;
+                               // 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);
                        }
-                       
-                       hooked_fuel = autocvar_g_balance_hook_primary_hooked_fuel;
-                       if (hooked_fuel > 0)
+
+                       if(self.hook && self.hook.state == 1)
                        {
-                               if ( time > self.hook_time_fueldecrease )
+                               hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);                  
+                               if (hooked_time_max > 0)
                                {
-                                       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                       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.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
-                                               {
-                                                       W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
-                                                       self.hook_time_fueldecrease = time;
-                                                       // decrease next frame again
-                                               }
-                                               else
+                                               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                                {
-                                                       self.ammo_fuel = 0;
-                                                       self.hook_state |= HOOK_REMOVING;
-                                                       W_SwitchWeapon_Force(self, w_getbestweapon(self));
+                                                       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 + autocvar_g_balance_hook_primary_hooked_time_free;
-               }
-
-               if (self.BUTTON_CROUCH)
-               {
-                       self.hook_state &~= HOOK_PULLING;
-                       if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && 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;
+                       {
+                               self.hook_time_hooked = time;                           
+                               self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
+                       }
 
-                       if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+                       if (self.BUTTON_CROUCH)
                        {
-                               // already fired
-                               if(self.hook)
-                                       self.hook_state |= HOOK_WAITING_FOR_RELEASE;
+                               self.hook_state &= ~HOOK_PULLING;
+                               if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+                                       self.hook_state &= ~HOOK_RELEASING;
+                               else
+                                       self.hook_state |= HOOK_RELEASING;
                        }
                        else
                        {
-                               self.hook_state |= HOOK_REMOVING;
-                               self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
+                               self.hook_state |= HOOK_PULLING;
+                               self.hook_state &= ~HOOK_RELEASING;
+
+                               if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && 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 ("models/weapons/g_hookgun.md3");
+                       precache_model ("models/weapons/v_hookgun.md3");
+                       precache_model ("models/weapons/h_hookgun.iqm");
+                       precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
+                       precache_sound ("weapons/hook_fire.wav");
+                       precache_sound ("weapons/hookbomb_fire.wav");
+                       HOOK_SETTINGS(WEP_SKIPCVAR, 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;
                }
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/weapons/g_hookgun.md3");
-               precache_model ("models/weapons/v_hookgun.md3");
-               precache_model ("models/weapons/h_hookgun.iqm");
-               precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
-               precache_sound ("weapons/hook_fire.wav");
-               precache_sound ("weapons/hookbomb_fire.wav");
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_HOOK);
-               self.current_ammo = ammo_fuel;
-               self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               if(self.hook)
-                       return self.ammo_fuel > 0;
-               else
-                       return self.ammo_fuel >= autocvar_g_balance_hook_primary_fuel;
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               return self.ammo_cells >= autocvar_g_balance_hook_secondary_ammo;
-       }
-       else if (req == WR_RESETPLAYER)
-       {
-               self.hook_refire = time;
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               return FALSE;
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               return WEAPON_HOOK_MURDER;
        }
        return TRUE;
 }
 #endif
 #ifdef CSQC
-float w_hook(float req)
+float W_Hook(float req)
 {
-       if(req == WR_IMPACTEFFECT)
-       {
-               vector org2;
-               org2 = w_org + w_backoff * 2;
-               pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
-               if(!w_issilent)
-                       sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
-       }
-       else if(req == WR_PRECACHE)
+       switch(req)
        {
-               precache_sound("weapons/hookbomb_impact.wav");
+               case WR_IMPACTEFFECT:
+               {
+                       vector org2;
+                       org2 = w_org + w_backoff * 2;
+                       pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                               sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
+                               
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_sound("weapons/hookbomb_impact.wav");
+                       return TRUE;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
        return TRUE;
 }