]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_mortar.qc
Make these weapons use the proper refname
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_mortar.qc
index 6c6561ce847eefa6925c748fc8128518c1dceaca..16b50aa915d6757064abc198532d24183fd9cc7e 100644 (file)
@@ -1,53 +1,66 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id  */ GRENADE_LAUNCHER,
-/* function  */ w_glauncher,
-/* ammotype  */ IT_ROCKETS,
+/* WEP_##id  */ MORTAR,
+/* function  */ W_Mortar,
+/* ammotype  */ ammo_rockets,
 /* impulse   */ 4,
 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
 /* rating    */ BOT_PICKUP_RATING_MID,
-/* model     */ "gl",
-/* shortname */ "grenadelauncher",
-/* fullname  */ _("Mortar")
+/* color     */ '1 0 0',
+/* modelname */ "gl",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
+/* refname   */ "mortar",
+/* wepname   */ _("Mortar")
 );
 
-#define MORTAR_SETTINGS(weapon) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
-       WEP_ADD_CVAR(weapon, MO_NONE, bouncefactor) \
-       WEP_ADD_CVAR(weapon, MO_NONE, bouncestop) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, edgedamage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, force) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, health) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  lifetime_bounce) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, lifetime_stick) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, radius) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
-       WEP_ADD_CVAR(weapon, MO_PRI,  remote_minbouncecnt) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, speed_up) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, type) \
-       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 MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
+#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, ammo) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, NONE, bouncefactor) \
+       w_cvar(id, sn, NONE, bouncestop) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, damageforcescale) \
+       w_cvar(id, sn, BOTH, edgedamage) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, health) \
+       w_cvar(id, sn, BOTH, lifetime) \
+       w_cvar(id, sn, SEC,  lifetime_bounce) \
+       w_cvar(id, sn, BOTH, lifetime_stick) \
+       w_cvar(id, sn, BOTH, radius) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, SEC,  remote_detonateprimary) \
+       w_cvar(id, sn, PRI,  remote_minbouncecnt) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, speed_up) \
+       w_cvar(id, sn, BOTH, speed_z) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, BOTH, type) \
+       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
-MORTAR_SETTINGS(mortar)
+MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float gl_detonate_later;
 .float gl_bouncecnt;
 #endif
 #else
 #ifdef SVQC
 
-void W_Grenade_Explode (void)
+void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); }
+void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); }
+
+void W_Mortar_Grenade_Explode()
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, other))
+                       if(DIFF_TEAM(self.realowner, other))
                                if(other.deadflag == DEAD_NO)
                                        if(IsFlying(other))
                                                Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
@@ -63,11 +76,11 @@ void W_Grenade_Explode (void)
        remove (self);
 }
 
-void W_Grenade_Explode2 (void)
+void W_Mortar_Grenade_Explode2()
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, other))
+                       if(DIFF_TEAM(self.realowner, other))
                                if(other.deadflag == DEAD_NO)
                                        if(IsFlying(other))
                                                Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
@@ -83,7 +96,8 @@ void W_Grenade_Explode2 (void)
        remove (self);
 }
 
-void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+
+void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
        if (self.health <= 0)
                return;
@@ -97,21 +111,21 @@ void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float de
                W_PrepareExplosionByDamage(attacker, self.use);
 }
 
-void W_Grenade_Think1 (void)
+void W_Mortar_Grenade_Think1()
 {
        self.nextthink = time;
        if (time > self.cnt)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Grenade_Explode ();
+               W_Mortar_Grenade_Explode();
                return;
        }
        if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
-               W_Grenade_Explode();
+               W_Mortar_Grenade_Explode();
 }
 
-void W_Grenade_Touch1 (void)
+void W_Mortar_Grenade_Touch1()
 {
        PROJECTILE_TOUCH;
        if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
@@ -134,6 +148,7 @@ void W_Grenade_Touch1 (void)
                        spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
                else
                        spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+               pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
                self.gl_bouncecnt += 1;
        }
@@ -155,7 +170,7 @@ void W_Grenade_Touch1 (void)
        }
 }
 
-void W_Grenade_Touch2 (void)
+void W_Mortar_Grenade_Touch2()
 {
        PROJECTILE_TOUCH;
        if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
@@ -178,6 +193,7 @@ void W_Grenade_Touch2 (void)
                        spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
                else
                        spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+               pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
                self.gl_bouncecnt += 1;
                
@@ -203,11 +219,11 @@ void W_Grenade_Touch2 (void)
        }
 }
 
-void W_Grenade_Attack (void)
+void W_Mortar_Attack()
 {
        entity gren;
 
-       W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
+       W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -223,23 +239,23 @@ void W_Grenade_Attack (void)
        gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
        gren.bouncestop = WEP_CVAR(mortar, bouncestop);
        PROJECTILE_MAKETRIGGER(gren);
-       gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
+       gren.projectiledeathtype = WEP_MORTAR;
        setorigin(gren, w_shotorg);
        setsize(gren, '-3 -3 -3', '3 3 3');
 
        gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
        gren.nextthink = time;
-       gren.think = W_Grenade_Think1;
-       gren.use = W_Grenade_Explode;
-       gren.touch = W_Grenade_Touch1;
+       gren.think = W_Mortar_Grenade_Think1;
+       gren.use = W_Mortar_Grenade_Explode;
+       gren.touch = W_Mortar_Grenade_Touch1;
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_PRI(mortar, health);
        gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
-       gren.event_damage = W_Grenade_Damage;
+       gren.event_damage = W_Mortar_Grenade_Damage;
        gren.damagedbycontents = TRUE;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_primary); // WEAPONTODO
+       W_SetupProjVelocity_UP_PRI(gren, mortar);
 
        gren.angles = vectoangles (gren.velocity);
        gren.flags = FL_PROJECTILE;
@@ -252,11 +268,11 @@ void W_Grenade_Attack (void)
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_Grenade_Attack2 (void)
+void W_Mortar_Attack2()
 {
        entity gren;
 
-       W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -272,22 +288,22 @@ void W_Grenade_Attack2 (void)
        gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
        gren.bouncestop = WEP_CVAR(mortar, bouncestop);
        PROJECTILE_MAKETRIGGER(gren);
-       gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
+       gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
        setorigin(gren, w_shotorg);
        setsize(gren, '-3 -3 -3', '3 3 3');
 
        gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
        gren.think = adaptor_think2use_hittype_splash;
-       gren.use = W_Grenade_Explode2;
-       gren.touch = W_Grenade_Touch2;
+       gren.use = W_Mortar_Grenade_Explode2;
+       gren.touch = W_Mortar_Grenade_Touch2;
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_SEC(mortar, health);
        gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
-       gren.event_damage = W_Grenade_Damage;
+       gren.event_damage = W_Mortar_Grenade_Damage;
        gren.damagedbycontents = TRUE;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_secondary); // WEAPONTODO
+       W_SetupProjVelocity_UP_SEC(gren, mortar);
 
        gren.angles = vectoangles (gren.velocity);
        gren.flags = FL_PROJECTILE;
@@ -300,13 +316,8 @@ void W_Grenade_Attack2 (void)
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void spawnfunc_weapon_grenadelauncher (void)
-{
-       weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
-}
-
 .float bot_secondary_grenademooth;
-float w_glauncher(float req)
+float W_Mortar(float req)
 {
        entity nade;
        float nadefound;
@@ -336,21 +347,37 @@ float w_glauncher(float req)
                        
                        return TRUE;
                }
+               /*case WR_CALCINFO:
+               {
+                       wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
+                       wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
+                       wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
+
+                       // for the range calculation, closer to 1 is better
+                       wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
+                       wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, 
+                       
+                       wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
+                       wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
+                       
+                       wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
+                       wepinfo_ter_dps = 0;
+                       */
                case WR_THINK:
                {
                        if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
-                               weapon_action(self.weapon, WR_RELOAD);
+                               WEP_ACTION(self.weapon, WR_RELOAD);
                        else if (self.BUTTON_ATCK)
                        {
                                if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
                                {
-                                       W_Grenade_Attack();
+                                       W_Mortar_Attack();
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
                                }
                        }
                        else if (self.BUTTON_ATCK2)
                        {
-                               if (cvar("g_balance_mortar_secondary_remote_detonateprimary"))
+                               if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
                                {
                                        nadefound = 0;
                                        for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
@@ -366,14 +393,14 @@ float w_glauncher(float req)
                                }
                                else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
                                {
-                                       W_Grenade_Attack2();
+                                       W_Mortar_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
                                }
                        }
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_model ("models/weapons/g_gl.md3");
                        precache_model ("models/weapons/v_gl.md3");
@@ -386,35 +413,29 @@ float w_glauncher(float req)
                        precache_sound ("weapons/grenade_bounce6.wav");
                        precache_sound ("weapons/grenade_stick.wav");
                        precache_sound ("weapons/grenade_fire.wav");
-
-                       #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
-                       #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_GRENADE_LAUNCHER).##prop = autocvar_g_balance_##weapon##_##name;
-                       MORTAR_SETTINGS(mortar)
-                       #undef WEP_ADD_CVAR
-                       #undef WEP_ADD_PROP
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       weapon_setup(WEP_GRENADE_LAUNCHER);
-                       self.current_ammo = ammo_rockets;
+                       MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= WEP_CVAR_PRI(mortar, ammo);
+                       ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
+                       ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
-                       ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= WEP_CVAR_SEC(mortar, ammo);
+                       ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
+                       ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
                        return ammo_amount;
                }
+               case WR_CONFIG:
+               {
+                       MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
                case WR_RELOAD:
                {
-                       W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), autocvar_g_balance_mortar_reload_ammo, autocvar_g_balance_mortar_reload_time, "weapons/reload.wav"); // WEAPONTODO
+                       W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -436,7 +457,7 @@ float w_glauncher(float req)
 }
 #endif
 #ifdef CSQC
-float w_glauncher(float req)
+float W_Mortar(float req)
 {
        switch(req)
        {
@@ -450,11 +471,16 @@ float w_glauncher(float req)
                                
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_sound("weapons/grenade_impact.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
        return TRUE;
 }