]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/minelayer.qc
tuba: fix #1621
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
index 0ca67ab9a98bfba6778a9ef97f8b988a30767e86..17ef5847ae0cc6990fa50298cf14b22321759163 100644 (file)
@@ -13,45 +13,47 @@ CLASS(MineLayer, Weapon)
 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
 /* wepimg    */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
 /* refname   */ ATTRIB(MineLayer, netname, string, "minelayer");
-/* wepname   */ ATTRIB(MineLayer, message, string, _("Mine Layer"));
+/* wepname   */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, NONE) \
+               P(class, prefix, animtime, float, NONE) \
+               P(class, prefix, damageforcescale, float, NONE) \
+               P(class, prefix, damage, float, NONE) \
+               P(class, prefix, detonatedelay, float, NONE) \
+               P(class, prefix, edgedamage, float, NONE) \
+               P(class, prefix, force, float, NONE) \
+               P(class, prefix, health, float, NONE) \
+               P(class, prefix, lifetime, float, NONE) \
+               P(class, prefix, lifetime_countdown, float, NONE) \
+               P(class, prefix, limit, float, NONE) \
+               P(class, prefix, protection, float, NONE) \
+               P(class, prefix, proximityradius, float, NONE) \
+               P(class, prefix, radius, float, NONE) \
+               P(class, prefix, refire, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, remote_damage, float, NONE) \
+               P(class, prefix, remote_edgedamage, float, NONE) \
+               P(class, prefix, remote_force, float, NONE) \
+               P(class, prefix, remote_radius, float, NONE) \
+               P(class, prefix, speed, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, time, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, MineLayer, minelayer)
+#undef X
 ENDCLASS(MineLayer)
-REGISTER_WEAPON(MINE_LAYER, NEW(MineLayer));
-
-#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
-#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, NONE, ammo) \
-       w_cvar(id, sn, NONE, animtime) \
-       w_cvar(id, sn, NONE, damage) \
-       w_cvar(id, sn, NONE, damageforcescale) \
-       w_cvar(id, sn, NONE, detonatedelay) \
-       w_cvar(id, sn, NONE, edgedamage) \
-       w_cvar(id, sn, NONE, force) \
-       w_cvar(id, sn, NONE, health) \
-       w_cvar(id, sn, NONE, lifetime) \
-       w_cvar(id, sn, NONE, lifetime_countdown) \
-       w_cvar(id, sn, NONE, limit) \
-       w_cvar(id, sn, NONE, protection) \
-       w_cvar(id, sn, NONE, proximityradius) \
-       w_cvar(id, sn, NONE, radius) \
-       w_cvar(id, sn, NONE, refire) \
-       w_cvar(id, sn, NONE, remote_damage) \
-       w_cvar(id, sn, NONE, remote_edgedamage) \
-       w_cvar(id, sn, NONE, remote_force) \
-       w_cvar(id, sn, NONE, remote_radius) \
-       w_cvar(id, sn, NONE, speed) \
-       w_cvar(id, sn, NONE, time) \
-       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) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
 
 #ifdef SVQC
-MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think(void);
+void W_MineLayer_Think();
 .float minelayer_detonate, mine_explodeanyway;
 .float mine_time;
 .vector mine_orientation;
@@ -59,7 +61,7 @@ void W_MineLayer_Think(void);
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
+spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
 
 void W_MineLayer_Stick(entity to)
 {SELFPARAM();
@@ -67,8 +69,7 @@ void W_MineLayer_Stick(entity to)
 
        // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
 
-       entity newmine;
-       newmine = spawn();
+       entity newmine = spawn();
        newmine.classname = self.classname;
 
        newmine.bot_dodge = self.bot_dodge;
@@ -108,7 +109,7 @@ void W_MineLayer_Stick(entity to)
                SetMovetypeFollow(self, to);
 }
 
-void W_MineLayer_Explode(void)
+void W_MineLayer_Explode()
 {SELFPARAM();
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -122,15 +123,16 @@ void W_MineLayer_Explode(void)
 
        RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
 
-       if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
+       if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
        {
                setself(self.realowner);
                Weapon w = WEP_MINE_LAYER;
                if(!w.wr_checkammo1(w))
                {
                        self.cnt = WEP_MINE_LAYER.m_id;
-                       ATTACK_FINISHED(self) = time;
-                       self.switchweapon = w_getbestweapon(self);
+                       int slot = 0; // TODO: unhardcode
+                       ATTACK_FINISHED(self, slot) = time;
+                       PS(self).m_switchweapon = w_getbestweapon(self);
                }
                setself(this);
        }
@@ -138,7 +140,7 @@ void W_MineLayer_Explode(void)
        remove(self);
 }
 
-void W_MineLayer_DoRemoteExplode(void)
+void W_MineLayer_DoRemoteExplode()
 {SELFPARAM();
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -148,15 +150,16 @@ void W_MineLayer_DoRemoteExplode(void)
 
        RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
 
-       if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
+       if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
        {
                setself(self.realowner);
                Weapon w = WEP_MINE_LAYER;
                if(!w.wr_checkammo1(w))
                {
                        self.cnt = WEP_MINE_LAYER.m_id;
-                       ATTACK_FINISHED(self) = time;
-                       self.switchweapon = w_getbestweapon(self);
+                       int slot = 0; // TODO: unhardcode
+                       ATTACK_FINISHED(self, slot) = time;
+                       PS(self).m_switchweapon = w_getbestweapon(self);
                }
                setself(this);
        }
@@ -164,7 +167,7 @@ void W_MineLayer_DoRemoteExplode(void)
        remove(self);
 }
 
-void W_MineLayer_RemoteExplode(void)
+void W_MineLayer_RemoteExplode()
 {SELFPARAM();
        if(self.realowner.deadflag == DEAD_NO)
                if((self.spawnshieldtime >= 0)
@@ -176,7 +179,7 @@ void W_MineLayer_RemoteExplode(void)
                }
 }
 
-void W_MineLayer_ProximityExplode(void)
+void W_MineLayer_ProximityExplode()
 {SELFPARAM();
        // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
        if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
@@ -205,7 +208,7 @@ int W_MineLayer_Count(entity e)
        return minecount;
 }
 
-void W_MineLayer_Think(void)
+void W_MineLayer_Think()
 {SELFPARAM();
        entity head;
 
@@ -262,13 +265,13 @@ void W_MineLayer_Think(void)
        }
 
        // remote detonation
-       if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
+       if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
        if(self.realowner.deadflag == DEAD_NO)
        if(self.minelayer_detonate)
                W_MineLayer_RemoteExplode();
 }
 
-void W_MineLayer_Touch(void)
+void W_MineLayer_Touch()
 {SELFPARAM();
        if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
                return; // we're already a stuck mine, why do we get called? TODO does this even happen?
@@ -325,7 +328,7 @@ void W_MineLayer_Attack(Weapon thiswep)
                }
        }
 
-       W_DecreaseAmmo(thiswep, WEP_CVAR(minelayer, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR(minelayer, ammo));
 
        W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -371,7 +374,7 @@ void W_MineLayer_Attack(Weapon thiswep)
        setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
        SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(flash, '5 0 0');
+       W_AttachToShotorg(self, flash, '5 0 0');
 
        // common properties
 
@@ -499,41 +502,37 @@ float W_MineLayer_PlacedMines(float detonate)
                                if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
                        }
                }
-               METHOD(MineLayer, wr_think, void(entity thiswep, bool fire1, bool fire2))
+               METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
-                       if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
+                       if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
                        {
                                // not if we're holding the minelayer without enough ammo, but can detonate existing mines
-                               if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) {
-                                       Weapon w = get_weaponinfo(self.weapon);
-                                       w.wr_reload(w);
+                               if(!(W_MineLayer_PlacedMines(false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
+                                       thiswep.wr_reload(thiswep, actor, weaponentity);
                                }
                        }
-                       else if(fire1)
+                       else if(fire & 1)
                        {
-                               if(weapon_prepareattack(false, WEP_CVAR(minelayer, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
                                {
                                        W_MineLayer_Attack(thiswep);
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
                                }
                        }
 
-                       if(fire2)
+                       if(fire & 2)
                        {
                                if(W_MineLayer_PlacedMines(true))
-                                       sound(self, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
+                                       sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
                        }
                }
-               METHOD(MineLayer, wr_init, void(entity thiswep))
-               {
-                       MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
                METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
                {
+                       int slot = 0; // TODO: unhardcode
                        // don't switch while placing a mine
-                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER.m_id)
+                       if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_MINE_LAYER)
                        {
-                               float ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
+                               float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
                                ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
                                return ammo_amount;
                        }
@@ -546,17 +545,13 @@ float W_MineLayer_PlacedMines(float detonate)
                        else
                                return false;
                }
-               METHOD(MineLayer, wr_config, void(entity thiswep))
-               {
-                       MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
                METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
                {
                        self.minelayer_mines = 0;
                }
-               METHOD(MineLayer, wr_reload, void(entity thiswep))
+               METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
                {
-                       W_Reload(WEP_CVAR(minelayer, ammo), SND(RELOAD));
+                       W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
                }
                METHOD(MineLayer, wr_suicidemessage, int(entity thiswep))
                {
@@ -574,7 +569,7 @@ float W_MineLayer_PlacedMines(float detonate)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 12;
-                       pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
+                       pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
                        if(!w_issilent)
                                sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
                }