1#include "hlac.qh"
2#ifndef IMPLEMENTATION
3CLASS(HLAC, Weapon)
4/* ammotype  */ ATTRIB(HLAC, ammo_field, .int, ammo_cells);
5/* impulse   */ ATTRIB(HLAC, impulse, int, 6);
6/* flags     */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
7/* rating    */ ATTRIB(HLAC, bot_pickupbasevalue, float, 4000);
8/* color     */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
9/* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
10#ifdef GAMEQC
11/* model     */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
12#endif
13/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
14/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
15/* wepimg    */ ATTRIB(HLAC, model2, string, "weaponhlac");
16/* refname   */ ATTRIB(HLAC, netname, string, "hlac");
17/* wepname   */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
18
19#define X(BEGIN, P, END, class, prefix) \
20	BEGIN(class) \
21		P(class, prefix, ammo, float, BOTH) \
22		P(class, prefix, animtime, float, BOTH) \
23		P(class, prefix, damage, float, BOTH) \
24		P(class, prefix, edgedamage, float, BOTH) \
25		P(class, prefix, force, float, BOTH) \
26		P(class, prefix, lifetime, float, BOTH) \
27		P(class, prefix, radius, float, BOTH) \
28		P(class, prefix, refire, float, BOTH) \
29		P(class, prefix, reload_ammo, float, NONE) \
30		P(class, prefix, reload_time, float, NONE) \
31		P(class, prefix, secondary, float, NONE) \
32		P(class, prefix, shots, float, SEC) \
33		P(class, prefix, speed, float, BOTH) \
34		P(class, prefix, spread, float, SEC) \
35		P(class, prefix, spread_add, float, PRI) \
36		P(class, prefix, spread_crouchmod, float, BOTH) \
37		P(class, prefix, spread_max, float, PRI) \
38		P(class, prefix, spread_min, float, PRI) \
39		P(class, prefix, switchdelay_drop, float, NONE) \
40		P(class, prefix, switchdelay_raise, float, NONE) \
41		P(class, prefix, weaponreplace, string,NONE) \
42		P(class, prefix, weaponstartoverride, float, NONE) \
43		P(class, prefix, weaponstart, float, NONE) \
44		P(class, prefix, weaponthrowable, float, NONE) \
45	END()
46    W_PROPS(X, HLAC, hlac)
47#undef X
48
49ENDCLASS(HLAC)
50REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
51
52
53#endif
54#ifdef IMPLEMENTATION
55#ifdef SVQC
56spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
57
58void W_HLAC_Touch(entity this, entity toucher)
59{
60	float isprimary;
61
62	PROJECTILE_TOUCH(this, toucher);
63
64	this.event_damage = func_null;
65
66	isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
67
68	RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher);
69
70	delete(this);
71}
72
73void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
74{
75	entity missile;
76    float spread;
77
78	W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
79
80    spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
81    spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
82    if(actor.crouch)
83        spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
84
85	W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
86	Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
87	if(!autocvar_g_norecoil)
88	{
89		actor.punchangle_x = random() - 0.5;
90		actor.punchangle_y = random() - 0.5;
91	}
92
93	missile = new(hlacbolt);
94	missile.owner = missile.realowner = actor;
95	missile.bot_dodge = true;
96
97    missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
98
99	set_movetype(missile, MOVETYPE_FLY);
100	PROJECTILE_MAKETRIGGER(missile);
101
102	setorigin(missile, w_shotorg);
103	setsize(missile, '0 0 0', '0 0 0');
104
105	W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
106	//missile.angles = vectoangles(missile.velocity); // csqc
107
108	settouch(missile, W_HLAC_Touch);
109	setthink(missile, SUB_Remove);
110
111    missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
112
113	missile.flags = FL_PROJECTILE;
114	IL_PUSH(g_projectiles, missile);
115	IL_PUSH(g_bot_dodge, missile);
116	missile.projectiledeathtype = WEP_HLAC.m_id;
117
118	CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
119
120	MUTATOR_CALLHOOK(EditProjectile, actor, missile);
121}
122
123void W_HLAC_Attack2(entity actor, .entity weaponentity)
124{
125	entity missile;
126    float spread;
127
128    spread = WEP_CVAR_SEC(hlac, spread);
129
130
131    if(actor.crouch)
132        spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
133
134	W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
135	Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
136
137	missile = new(hlacbolt);
138	missile.owner = missile.realowner = actor;
139	missile.bot_dodge = true;
140
141    missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
142
143	set_movetype(missile, MOVETYPE_FLY);
144	PROJECTILE_MAKETRIGGER(missile);
145
146	setorigin(missile, w_shotorg);
147	setsize(missile, '0 0 0', '0 0 0');
148
149	W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
150	//missile.angles = vectoangles(missile.velocity); // csqc
151
152	settouch(missile, W_HLAC_Touch);
153	setthink(missile, SUB_Remove);
154
155    missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
156
157	missile.flags = FL_PROJECTILE;
158	IL_PUSH(g_projectiles, missile);
159	IL_PUSH(g_bot_dodge, missile);
160	missile.missile_flags = MIF_SPLASH;
161	missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
162
163	CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
164
165	MUTATOR_CALLHOOK(EditProjectile, actor, missile);
166}
167
168// weapon frames
169void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
170{
171	if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
172	{
173		w_ready(thiswep, actor, weaponentity, fire);
174		return;
175	}
176
177	if(PHYS_INPUT_BUTTON_ATCK(actor))
178	{
179		if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
180		if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
181		{
182			W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
183			w_ready(thiswep, actor, weaponentity, fire);
184			return;
185		}
186
187		int slot = weaponslot(weaponentity);
188		ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
189		W_HLAC_Attack(WEP_HLAC, actor, weaponentity);
190		actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
191        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
192	}
193	else
194	{
195		weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
196	}
197}
198
199void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
200{
201    float i;
202
203	W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
204
205    for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
206        W_HLAC_Attack2(actor, weaponentity);
207
208	if(!autocvar_g_norecoil)
209	{
210		actor.punchangle_x = random() - 0.5;
211		actor.punchangle_y = random() - 0.5;
212	}
213}
214
215METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
216{
217    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
218}
219METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
220{
221    if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
222        thiswep.wr_reload(thiswep, actor, weaponentity);
223    } else if(fire & 1)
224    {
225        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
226        {
227            actor.(weaponentity).misc_bulletcounter = 0;
228            W_HLAC_Attack(thiswep, actor, weaponentity);
229            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
230        }
231    }
232
233    else if((fire & 2) && WEP_CVAR(hlac, secondary))
234    {
235        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
236        {
237            W_HLAC_Attack2_Frame(thiswep, actor, weaponentity);
238            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
239        }
240    }
241}
242METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
243{
244    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
245    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
246    return ammo_amount;
247}
248METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
249{
250    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
251    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
252    return ammo_amount;
253}
254METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
255{
256    W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
257}
258METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
259{
260    return WEAPON_HLAC_SUICIDE;
261}
262METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
263{
264    return WEAPON_HLAC_MURDER;
265}
266
267#endif
268#ifdef CSQC
269
270METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
271{
272    vector org2;
273    org2 = w_org + w_backoff * 6;
274    pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
275    if(!w_issilent)
276        sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
277}
278
279#endif
280#endif
281