]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
s/(void)/()
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index 4f8f3787c3443335c0d91ca11aa72c5648d5b484..7b96971e9247e1178f975d4297e4a10f322512a4 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ FIREBALL,
-/* function  */ W_Fireball,
-/* ammotype  */ ammo_none,
-/* impulse   */ 9,
-/* flags     */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* color     */ '1 0.5 0',
-/* modelname */ "fireball",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairfireball",
-/* wepimg    */ "weaponfireball",
-/* refname   */ "fireball",
-/* wepname   */ _("Fireball")
-);
+CLASS(Fireball, Weapon)
+/* ammotype  */ //ATTRIB(Fireball, ammo_field, .int, ammo_none)
+/* impulse   */ ATTRIB(Fireball, impulse, int, 9)
+/* flags     */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
+/* rating    */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color     */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
+/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
+#ifndef MENUQC
+/* model     */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
+#endif
+/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
+/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
+/* wepimg    */ ATTRIB(Fireball, model2, string, "weaponfireball");
+/* refname   */ ATTRIB(Fireball, netname, string, "fireball");
+/* wepname   */ ATTRIB(Fireball, m_name, string, _("Fireball"));
+ENDCLASS(Fireball)
+REGISTER_WEAPON(FIREBALL, NEW(Fireball));
 
 #define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
 #define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -55,10 +57,10 @@ FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_fireball(void) { weapon_defaultspawnfunc(WEP_FIREBALL.m_id); }
+spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
 
-void W_Fireball_Explode(void)
-{
+void W_Fireball_Explode()
+{SELFPARAM();
        entity e;
        float dist;
        float points;
@@ -107,14 +109,14 @@ void W_Fireball_Explode(void)
        remove(self);
 }
 
-void W_Fireball_TouchExplode(void)
+void W_Fireball_TouchExplode()
 {
        PROJECTILE_TOUCH;
        W_Fireball_Explode();
 }
 
 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
-{
+{SELFPARAM();
        entity e;
        float d;
        vector p;
@@ -147,8 +149,8 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage,
        }
 }
 
-void W_Fireball_Think(void)
-{
+void W_Fireball_Think()
+{SELFPARAM();
        if(time > self.pushltime)
        {
                self.cnt = 1;
@@ -163,7 +165,7 @@ void W_Fireball_Think(void)
 }
 
 void W_Fireball_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
        if(self.health <= 0)
                return;
 
@@ -178,16 +180,15 @@ void W_Fireball_Damage(entity inflictor, entity attacker, float damage, int deat
        }
 }
 
-void W_Fireball_Attack1(void)
-{
+void W_Fireball_Attack1()
+{SELFPARAM();
        entity proj;
 
-       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, W_Sound("fireball_fire2"), CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, SND(FIREBALL_FIRE2), CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
 
        Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn();
-       proj.classname = "plasma_prim";
+       proj = new(plasma_prim);
        proj.owner = proj.realowner = self;
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
@@ -218,45 +219,45 @@ void W_Fireball_Attack1(void)
 }
 
 void W_Fireball_AttackEffect(float i, vector f_diff)
-{
+{SELFPARAM();
        W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, "", 0, 0);
        w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
        Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 }
 
-void W_Fireball_Attack1_Frame4(void)
+void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        W_Fireball_Attack1();
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
 }
 
-void W_Fireball_Attack1_Frame3(void)
+void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
 }
 
-void W_Fireball_Attack1_Frame2(void)
+void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
 }
 
-void W_Fireball_Attack1_Frame1(void)
+void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
 }
 
-void W_Fireball_Attack1_Frame0(void)
-{
+void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{SELFPARAM();
        W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
-       sound(self, CH_WEAPON_SINGLE, W_Sound("fireball_prefire2"), VOL_BASE, ATTEN_NORM);
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
+       sound(self, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
 }
 
-void W_Fireball_Firemine_Think(void)
-{
+void W_Fireball_Firemine_Think()
+{SELFPARAM();
        if(time > self.pushltime)
        {
                remove(self);
@@ -281,8 +282,8 @@ void W_Fireball_Firemine_Think(void)
        self.nextthink = time + 0.1;
 }
 
-void W_Fireball_Firemine_Touch(void)
-{
+void W_Fireball_Firemine_Touch()
+{SELFPARAM();
        PROJECTILE_TOUCH;
        if(other.takedamage == DAMAGE_AIM)
        if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
@@ -293,8 +294,8 @@ void W_Fireball_Firemine_Touch(void)
        self.projectiledeathtype |= HITTYPE_BOUNCE;
 }
 
-void W_Fireball_Attack2(void)
-{
+void W_Fireball_Attack2()
+{SELFPARAM();
        entity proj;
        vector f_diff;
        float c;
@@ -316,15 +317,14 @@ void W_Fireball_Attack2(void)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, W_Sound("fireball_fire"), CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, SND(FIREBALL_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
        traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
        w_shotorg = trace_endpos;
 
        Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn();
+       proj = new(grenade);
        proj.owner = proj.realowner = self;
-       proj.classname = "grenade";
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
        proj.movetype = MOVETYPE_BOUNCE;
@@ -348,11 +348,7 @@ void W_Fireball_Attack2(void)
        MUTATOR_CALLHOOK(EditProjectile, self, proj);
 }
 
-bool W_Fireball(int req)
-{
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(Fireball, wr_aim, void(entity thiswep))
                {
                        self.BUTTON_ATCK = false;
                        self.BUTTON_ATCK2 = false;
@@ -372,87 +368,70 @@ bool W_Fireball(int req)
                                        if(random() < 0.01) self.bot_primary_fireballmooth = 1;
                                }
                        }
-
-                       return true;
                }
-               case WR_THINK:
+               METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
-                       if(self.BUTTON_ATCK)
+                       if(fire & 1)
                        {
-                               if(time >= self.fireball_primarytime)
-                               if(weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
+                               if(time >= actor.fireball_primarytime)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
                                {
-                                       W_Fireball_Attack1_Frame0();
-                                       self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
+                                       W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
+                                       actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
                                }
                        }
-                       else if(self.BUTTON_ATCK2)
+                       else if(fire & 2)
                        {
-                               if(weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
                                {
                                        W_Fireball_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
                                }
                        }
-
-                       return true;
                }
-               case WR_INIT:
+               METHOD(Fireball, wr_init, void(entity thiswep))
                {
-                       precache_model(W_Model("g_fireball.md3"));
-                       precache_model(W_Model("v_fireball.md3"));
-                       precache_model(W_Model("h_fireball.iqm"));
-                       precache_model("models/sphere/sphere.md3");
-                       precache_sound(W_Sound("fireball_fire"));
-                       precache_sound(W_Sound("fireball_fire2"));
-                       precache_sound(W_Sound("fireball_prefire2"));
                        FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
-               case WR_SETUP:
+               METHOD(Fireball, wr_setup, void(entity thiswep))
                {
                        self.ammo_field = ammo_none;
-                       return true;
                }
-               case WR_CHECKAMMO1:
-               case WR_CHECKAMMO2:
+               METHOD(Fireball, wr_checkammo1, bool(entity thiswep))
+               {
+                       return true; // infinite ammo
+               }
+               METHOD(Fireball, wr_checkammo2, bool(entity thiswep))
                {
                        return true; // fireball has infinite ammo
                }
-               case WR_CONFIG:
+               METHOD(Fireball, wr_config, void(entity thiswep))
                {
                        FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               case WR_RESETPLAYER:
+               METHOD(Fireball, wr_resetplayer, void(entity thiswep))
                {
                        self.fireball_primarytime = time;
-                       return true;
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(Fireball, wr_suicidemessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_FIREBALL_SUICIDE_FIREMINE;
                        else
                                return WEAPON_FIREBALL_SUICIDE_BLAST;
                }
-               case WR_KILLMESSAGE:
+               METHOD(Fireball, wr_killmessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_FIREBALL_MURDER_FIREMINE;
                        else
                                return WEAPON_FIREBALL_MURDER_BLAST;
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
-bool W_Fireball(int req)
-{
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+
+               METHOD(Fireball, wr_impacteffect, void(entity thiswep))
                {
                        vector org2;
                        if(w_deathtype & HITTYPE_SECONDARY)
@@ -462,25 +441,11 @@ bool W_Fireball(int req)
                        else
                        {
                                org2 = w_org + w_backoff * 16;
-                               pointparticles(particleeffectnum(EFFECT_FIREBALL_EXPLODE), org2, '0 0 0', 1);
+                               pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
                                if(!w_issilent)
-                                       sound(self, CH_SHOTS, W_Sound("fireball_impact2"), VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+                                       sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
                        }
-
-                       return true;
                }
-               case WR_INIT:
-               {
-                       precache_sound(W_Sound("fireball_impact2"));
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
+
 #endif
 #endif