]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/porto.qc
Makefile: use `-I.`
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / porto.qc
index 66cdb21228b099c4d240a9b14ed12a0c5393cbf8..59731c95429d3a816f00b43c9912d128d51ee381 100644 (file)
@@ -1,49 +1,59 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ PORTO,
-/* function  */ W_Porto,
-/* ammotype  */ ammo_none,
-/* impulse   */ 0,
-/* flags     */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
-/* rating    */ 0,
-/* color     */ '0.5 0.5 0.5',
-/* modelname */ "porto",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairporto 0.6",
-/* wepimg    */ "weaponporto",
-/* refname   */ "porto",
-/* wepname   */ _("Port-O-Launch")
-);
-
-#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
-#define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, lifetime) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, NONE, secondary) \
-       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)
+CLASS(PortoLaunch, Weapon)
+/* ammotype  */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none)
+/* impulse   */ ATTRIB(PortoLaunch, impulse, int, 0)
+/* flags     */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON);
+/* rating    */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
+/* color     */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
+/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
+#ifndef MENUQC
+/* model     */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
+#endif
+/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
+/* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
+/* wepimg    */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
+/* refname   */ ATTRIB(PortoLaunch, netname, string, "porto");
+/* wepname   */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, lifetime, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, speed, float, BOTH) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, 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, PortoLaunch, porto)
+#undef X
+ENDCLASS(PortoLaunch)
+REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch));
 
 #ifdef SVQC
-PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .entity porto_current;
 .vector porto_v_angle; // holds "held" view angles
 .float porto_v_angle_held;
 .vector right_vector;
+.float porto_forbidden;
 #endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-#include "../../triggers/trigger/jumppads.qh"
+#include <common/triggers/trigger/jumppads.qh>
+
+spawnfunc(weapon_porto) { weapon_defaultspawnfunc(this, WEP_PORTO); }
 
-spawnfunc(weapon_porto) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
+REGISTER_MUTATOR(porto_ticker, true);
+MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
+       FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.porto_forbidden = max(0, it.porto_forbidden - 1)));
+}
 
-void W_Porto_Success(void)
+void W_Porto_Success()
 {SELFPARAM();
        if(self.realowner == world)
        {
@@ -72,7 +82,7 @@ void W_Porto_Fail(float failhard)
 
        self.realowner.porto_current = world;
 
-       if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
+       if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET(PORTO)))
        {
                setsize(self, '-16 -16 0', '16 16 32');
                setorigin(self, self.origin + trace_plane_normal);
@@ -99,7 +109,7 @@ void W_Porto_Remove(entity p)
        }
 }
 
-void W_Porto_Think(void)
+void W_Porto_Think()
 {SELFPARAM();
        trace_plane_normal = '0 0 0';
        if(self.realowner.playerid != self.playerid)
@@ -108,7 +118,7 @@ void W_Porto_Think(void)
                W_Porto_Fail(0);
 }
 
-void W_Porto_Touch(void)
+void W_Porto_Touch()
 {SELFPARAM();
        vector norm;
 
@@ -121,7 +131,7 @@ void W_Porto_Touch(void)
        norm = trace_plane_normal;
        if(trace_ent.iscreature)
        {
-               traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN.z, MOVE_WORLDONLY, self);
+               traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * STAT(PL_MIN, NULL).z, MOVE_WORLDONLY, self);
                if(trace_fraction >= 1)
                        return;
                if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
@@ -241,11 +251,10 @@ void W_Porto_Attack(float type)
 
        //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn();
+       gren = new(porto);
        gren.cnt = type;
        gren.owner = gren.realowner = self;
        gren.playerid = self.playerid;
-       gren.classname = "porto";
        gren.bot_dodge = true;
        gren.bot_dodgerating = 200;
        gren.movetype = MOVETYPE_BOUNCEMISSILE;
@@ -283,135 +292,95 @@ void W_Porto_Attack(float type)
        MUTATOR_CALLHOOK(EditProjectile, self, gren);
 }
 
-bool w_nexball_weapon(int req); // WEAPONTODO
-bool W_Porto(int req)
-{SELFPARAM();
-       //vector v_angle_save;
-
-       if(g_nexball) { return w_nexball_weapon(req); }
-
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(PortoLaunch, wr_aim, void(entity thiswep))
                {
+                       SELFPARAM();
                        self.BUTTON_ATCK = false;
                        self.BUTTON_ATCK2 = false;
                        if(!WEP_CVAR(porto, secondary))
                                if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
                                        self.BUTTON_ATCK = true;
-
-                       return true;
-               }
-               case WR_CONFIG:
-               {
-                       PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               case WR_THINK:
+               METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(WEP_CVAR(porto, secondary))
                        {
-                               if(self.BUTTON_ATCK)
-                               if(!self.porto_current)
-                               if(!self.porto_forbidden)
-                               if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+                               if(fire & 1)
+                               if(!actor.porto_current)
+                               if(!actor.porto_forbidden)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(0);
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
 
-                               if(self.BUTTON_ATCK2)
-                               if(!self.porto_current)
-                               if(!self.porto_forbidden)
-                               if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
+                               if(fire & 2)
+                               if(!actor.porto_current)
+                               if(!actor.porto_forbidden)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
                                {
                                        W_Porto_Attack(1);
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
                                }
                        }
                        else
                        {
-                               if(self.porto_v_angle_held)
+                               if(actor.porto_v_angle_held)
                                {
-                                       if(!self.BUTTON_ATCK2)
+                                       if(!(fire & 2))
                                        {
-                                               self.porto_v_angle_held = 0;
+                                               actor.porto_v_angle_held = 0;
 
-                                               ClientData_Touch(self);
+                                               ClientData_Touch(actor);
                                        }
                                }
                                else
                                {
-                                       if(self.BUTTON_ATCK2)
+                                       if(fire & 2)
                                        {
-                                               self.porto_v_angle = self.v_angle;
-                                               self.porto_v_angle_held = 1;
+                                               actor.porto_v_angle = actor.v_angle;
+                                               actor.porto_v_angle_held = 1;
 
-                                               ClientData_Touch(self);
+                                               ClientData_Touch(actor);
                                        }
                                }
-                               if(self.porto_v_angle_held)
-                                       makevectors(self.porto_v_angle); // override the previously set angles
+                               if(actor.porto_v_angle_held)
+                                       makevectors(actor.porto_v_angle); // override the previously set angles
 
-                               if(self.BUTTON_ATCK)
-                               if(!self.porto_current)
-                               if(!self.porto_forbidden)
-                               if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+                               if(fire & 1)
+                               if(!actor.porto_current)
+                               if(!actor.porto_forbidden)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(-1);
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
                        }
-
-                       return true;
                }
-               case WR_CHECKAMMO1:
-               case WR_CHECKAMMO2:
+               METHOD(PortoLaunch, wr_checkammo1, bool(entity this))
                {
                        // always allow infinite ammo
                        return true;
                }
-               case WR_INIT:
+               METHOD(PortoLaunch, wr_checkammo2, bool(entity this))
                {
-                       PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       // always allow infinite ammo
                        return true;
                }
-               case WR_SETUP:
+               METHOD(PortoLaunch, wr_setup, void(entity thiswep))
                {
+                       SELFPARAM();
                        self.ammo_field = ammo_none;
-                       return true;
                }
-               case WR_RESETPLAYER:
+               METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep))
                {
+                       SELFPARAM();
                        self.porto_current = world;
-                       return true;
                }
-       }
-       return false;
-}
 #endif
 #ifdef CSQC
-bool W_Porto(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       LOG_INFO("Since when does Porto send DamageInfo?\n");
-                       return true;
+               METHOD(PortoLaunch, wr_impacteffect, void(entity this)) {
+                       LOG_WARNING("Since when does Porto send DamageInfo?\n");
                }
-               case WR_INIT:
-               {
-                       // nothing to do
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
 #endif
 #endif