]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hook.qc
Unify boolean constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hook.qc
index bbd07904f384f71517685553311fc3474812388c..8ea84912aa58257abd2d003238c78d197b963b01 100644 (file)
@@ -1,17 +1,49 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id  */ HOOK,
-/* function  */ w_hook,
-/* ammotype  */ IT_CELLS|IT_FUEL,
+/* function  */ W_Hook,
+/* ammotype  */ ammo_fuel,
 /* impulse   */ 0,
 /* flags     */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
 /* rating    */ 0,
-/* model     */ "hookgun",
-/* shortname */ "hook",
-/* fullname  */ _("Grappling Hook")
+/* color     */ '0 0.5 0',
+/* modelname */ "hookgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairhook 0.5",
+/* wepimg    */ "weaponhook",
+/* refname   */ "hook",
+/* wepname   */ _("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) \
+       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;
@@ -22,8 +54,22 @@ REGISTER_WEAPON(
 .float hook_refire;
 .float hook_time_hooked;
 .float hook_time_fueldecrease;
+#endif
+#else
+#ifdef SVQC
 
-void W_Hook_ExplodeThink (void)
+void spawnfunc_weapon_hook(void)
+{
+       if(g_grappling_hook) // offhand hook
+       {
+               startitem_failed = true;
+               remove(self);
+               return;
+       }
+       weapon_defaultspawnfunc(WEP_HOOK);
+}
+
+void W_Hook_ExplodeThink(void)
 {
        float dt, dmg_remaining_next, f;
 
@@ -33,9 +79,9 @@ void W_Hook_ExplodeThink (void)
        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);
+       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);
+       //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
@@ -43,7 +89,7 @@ void W_Hook_ExplodeThink (void)
                remove(self);
 }
 
-void W_Hook_Explode2 (void)
+void W_Hook_Explode2(void)
 {
        self.event_damage = func_null;
        self.touch = func_null;
@@ -51,94 +97,83 @@ 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;
 }
 
-void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hook_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
                
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       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)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
 }
 
-void W_Hook_Touch2 (void)
+void W_Hook_Touch2(void)
 {
        PROJECTILE_TOUCH;
        self.use();
 }
 
-void W_Hook_Attack2()
+void W_Hook_Attack2(void)
 {
        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 = spawn();
        gren.owner = gren.realowner = self;
        gren.classname = "hookbomb";
-       gren.bot_dodge = TRUE;
-       gren.bot_dodgerating = autocvar_g_balance_hook_secondary_damage;
+       gren.bot_dodge = true;
+       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.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;
 
-       CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
+       CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
 
        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;
                
@@ -147,62 +182,62 @@ float w_hook(float req)
                case WR_AIM:
                {
                        // no bot AI for hook (yet?)
-                       return TRUE;
+                       return true;
                }
                case WR_THINK:
                {
-                       if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+                       if(self.BUTTON_ATCK || self.BUTTON_HOOK)
                        {
                                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))
+                               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(ammo_fuel, autocvar_g_balance_hook_primary_fuel, FALSE);
+                                       W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
                                        self.hook_state |= HOOK_FIRING;
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hook_primary_animtime, w_ready);                         
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);                             
                                }
                        }
 
-                       if (self.BUTTON_ATCK2)
+                       if(self.BUTTON_ATCK2)
                        {
-                               if (weapon_prepareattack(1, autocvar_g_balance_hook_secondary_refire))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
                                {
                                        W_Hook_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hook_secondary_animtime, w_ready);
+                                       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 + autocvar_g_balance_hook_primary_refire * W_WeaponRateFactor());
+                               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 not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                               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 = autocvar_g_balance_hook_primary_hooked_time_max;                      
-                               if (hooked_time_max > 0)
+                               hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);                  
+                               if(hooked_time_max > 0)
                                {
-                                       if ( time > self.hook_time_hooked + hooked_time_max )
+                                       if( time > self.hook_time_hooked + hooked_time_max )
                                                self.hook_state |= HOOK_REMOVING;
                                }
                                
-                               hooked_fuel = autocvar_g_balance_hook_primary_hooked_fuel;
-                               if (hooked_fuel > 0)
+                               hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
+                               if(hooked_fuel > 0)
                                {
-                                       if ( time > self.hook_time_fueldecrease )
+                                       if( time > self.hook_time_fueldecrease )
                                        {
-                                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                                {
-                                                       if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
+                                                       if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
                                                        {
-                                                               W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
+                                                               W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
                                                                self.hook_time_fueldecrease = time;
                                                                // decrease next frame again
                                                        }
@@ -219,23 +254,23 @@ float w_hook(float req)
                        else
                        {
                                self.hook_time_hooked = time;                           
-                               self.hook_time_fueldecrease = time + autocvar_g_balance_hook_primary_hooked_time_free;
+                               self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
                        }
 
-                       if (self.BUTTON_CROUCH)
+                       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;
+                               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;
+                               self.hook_state &= ~HOOK_RELEASING;
 
-                               if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+                               if(self.BUTTON_ATCK || self.BUTTON_HOOK)
                                {
                                        // already fired
                                        if(self.hook)
@@ -244,59 +279,64 @@ float w_hook(float req)
                                else
                                {
                                        self.hook_state |= HOOK_REMOVING;
-                                       self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
+                                       self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
                                }
                        }
                        
-                       return TRUE;
+                       return true;
                }
-               case WR_PRECACHE:
+               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");
-                       return TRUE;
+                       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_SKIP_CVAR, WEP_SET_PROP)
+                       return true;
                }
                case WR_SETUP:
                {
-                       weapon_setup(WEP_HOOK);
-                       self.current_ammo = ammo_fuel;
-                       self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
-                       return TRUE;
+                       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 >= autocvar_g_balance_hook_primary_fuel;
+                               return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
                }
                case WR_CHECKAMMO2:
                {
-                       return self.ammo_cells >= autocvar_g_balance_hook_secondary_ammo;
+                       // 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;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
-                       return FALSE;
+                       return false;
                }
                case WR_KILLMESSAGE:
                {
                        return WEAPON_HOOK_MURDER;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float w_hook(float req)
+float W_Hook(float req)
 {
        switch(req)
        {
@@ -308,15 +348,20 @@ float w_hook(float req)
                        if(!w_issilent)
                                sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
                                
-                       return TRUE;
+                       return true;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_sound("weapons/hookbomb_impact.wav");
-                       return TRUE;
+                       return true;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif