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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_vaporizer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ VAPORIZER,
4 /* function  */ W_Vaporizer,
5 /* ammotype  */ ammo_cells,
6 /* impulse   */ 7,
7 /* flags     */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '0.5 1 1',
10 /* modelname */ "minstanex",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairminstanex 0.4",
13 /* wepimg    */ "weaponminstanex",
14 /* refname   */ "vaporizer",
15 /* wepname   */ _("Vaporizer")
16 );
17
18 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
19 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, PRI, ammo) \
21         w_cvar(id, sn, PRI, animtime) \
22         w_cvar(id, sn, PRI, refire) \
23         w_cvar(id, sn, SEC, ammo) \
24         w_cvar(id, sn, SEC, animtime) \
25         w_cvar(id, sn, SEC, damage) \
26         w_cvar(id, sn, SEC, delay) \
27         w_cvar(id, sn, SEC, edgedamage) \
28         w_cvar(id, sn, SEC, force) \
29         w_cvar(id, sn, SEC, lifetime) \
30         w_cvar(id, sn, SEC, radius) \
31         w_cvar(id, sn, SEC, refire) \
32         w_cvar(id, sn, SEC, shotangle) \
33         w_cvar(id, sn, SEC, speed) \
34         w_cvar(id, sn, SEC, spread) \
35         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
36         w_prop(id, sn, float,  reloading_time, reload_time) \
37         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
38         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
39         w_prop(id, sn, string, weaponreplace, weaponreplace) \
40         w_prop(id, sn, float,  weaponstart, weaponstart) \
41         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
42
43 #ifdef SVQC
44 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
45 .float vaporizer_lasthit;
46 .float jump_interval;
47 #endif
48 #else
49 #ifdef SVQC
50 void spawnfunc_weapon_vaporizer (void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
51 void spawnfunc_weapon_minstanex () { spawnfunc_weapon_vaporizer(); }
52
53 void W_Vaporizer_Attack (void)
54 {
55         float flying;
56         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
57
58         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
59
60         yoda = 0;
61         damage_goodhits = 0;
62         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
63
64         if(yoda && flying)
65                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
66         if(damage_goodhits && self.vaporizer_lasthit)
67         {
68                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
69                 damage_goodhits = 0; // only every second time
70         }
71
72         self.vaporizer_lasthit = damage_goodhits;
73
74         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
75
76         // teamcolor / hit beam effect
77         vector v;
78         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
79         switch(self.team)
80         {
81                 case NUM_TEAM_1:   // Red
82                         if(damage_goodhits)
83                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
84                         else
85                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
86                         break;
87                 case NUM_TEAM_2:   // Blue
88                         if(damage_goodhits)
89                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
90                         else
91                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
92                         break;
93                 case NUM_TEAM_3:   // Yellow
94                         if(damage_goodhits)
95                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
96                         else
97                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
98                         break;
99                 case NUM_TEAM_4:   // Pink
100                         if(damage_goodhits)
101                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
102                         else
103                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
104                         break;
105                 default:
106                         if(damage_goodhits)
107                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
108                         else
109                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
110                         break;
111         }
112         
113         W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
114 }
115
116 float W_Vaporizer(float req)
117 {
118         float ammo_amount;
119         float vaporizer_ammo;
120
121         // now multiple WR_s use this
122         vaporizer_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
123
124         switch(req)
125         {
126                 case WR_AIM:
127                 {
128                         if(self.WEP_AMMO(VAPORIZER) > 0)
129                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
130                         else
131                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), FALSE); // WEAPONTODO: replace with proper vaporizer cvars
132                                 
133                         return TRUE;
134                 }
135                 case WR_THINK:
136                 {
137                         // if the laser uses load, we also consider its ammo for reloading
138                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
139                                 WEP_ACTION(self.weapon, WR_RELOAD);
140                         else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
141                                 WEP_ACTION(self.weapon, WR_RELOAD);
142                         else if (self.BUTTON_ATCK)
143                         {
144                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
145                                 {
146                                         W_Vaporizer_Attack();
147                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
148                                 }
149                         }
150                         else if (self.BUTTON_ATCK2)
151                         {
152                                 if (self.jump_interval <= time)
153                                 if (weapon_prepareattack(1, -1))
154                                 {
155                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
156                                         self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
157                                         
158                                         // decrease ammo for the laser?
159                                         if(WEP_CVAR_SEC(vaporizer, ammo))
160                                                 W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
161
162                                         // ugly minstagib hack to reuse the fire mode of the laser
163                                         float w;
164                                         w = self.weapon;
165                                         self.weapon = WEP_BLASTER;
166                                         W_Blaster_Attack(
167                                                 WEP_CVAR_SEC(vaporizer, shotangle),
168                                                 WEP_CVAR_SEC(vaporizer, damage),
169                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
170                                                 WEP_CVAR_SEC(vaporizer, radius),
171                                                 WEP_CVAR_SEC(vaporizer, force),
172                                                 WEP_CVAR_SEC(vaporizer, speed),
173                                                 WEP_CVAR_SEC(vaporizer, spread),
174                                                 WEP_CVAR_SEC(vaporizer, delay),
175                                                 WEP_CVAR_SEC(vaporizer, lifetime)
176                                         );
177                                         self.weapon = w;
178                                         
179                                         // now do normal refire
180                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
181                                 }
182                         }
183                         
184                         return TRUE;
185                 }
186                 case WR_INIT:
187                 {
188                         precache_model("models/nexflash.md3");
189                         precache_model("models/weapons/g_minstanex.md3");
190                         precache_model("models/weapons/v_minstanex.md3");
191                         precache_model("models/weapons/h_minstanex.iqm");
192                         precache_sound("weapons/minstanexfire.wav");
193                         precache_sound("weapons/nexwhoosh1.wav");
194                         precache_sound("weapons/nexwhoosh2.wav");
195                         precache_sound("weapons/nexwhoosh3.wav");
196                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
197                         VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
198                         return TRUE;
199                 }
200                 case WR_SETUP:
201                 {
202                         self.ammo_field = WEP_AMMO(VAPORIZER);
203                         self.vaporizer_lasthit = 0;
204                         return TRUE;
205                 }
206                 case WR_CHECKAMMO1:
207                 {
208                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
209                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo;
210                         return ammo_amount;
211                 }
212                 case WR_CHECKAMMO2:
213                 {
214                         if(!WEP_CVAR_SEC(vaporizer, ammo))
215                                 return TRUE;
216                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
217                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
218                         return ammo_amount;
219                 }
220                 case WR_CONFIG:
221                 {
222                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
223                         return TRUE;
224                 }
225                 case WR_RESETPLAYER:
226                 {
227                         self.vaporizer_lasthit = 0;
228                         return TRUE;
229                 }
230                 case WR_RELOAD:
231                 {
232                         float used_ammo;
233                         if(WEP_CVAR_SEC(vaporizer, ammo))
234                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
235                         else
236                                 used_ammo = vaporizer_ammo;
237
238                         W_Reload(used_ammo, "weapons/reload.wav");
239                         return TRUE;
240                 }
241                 case WR_SUICIDEMESSAGE:
242                 {
243                         return WEAPON_THINKING_WITH_PORTALS;
244                 }
245                 case WR_KILLMESSAGE:
246                 {
247                         return WEAPON_VAPORIZER_MURDER;
248                 }
249         }
250         return TRUE;
251 }
252 #endif
253 #ifdef CSQC
254 float W_Vaporizer(float req)
255 {
256         switch(req)
257         {
258                 case WR_IMPACTEFFECT:
259                 {
260                         vector org2;
261                         org2 = w_org + w_backoff * 6;
262                         pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
263                         if(!w_issilent)
264                                 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
265                                 
266                         return TRUE;
267                 }
268                 case WR_INIT:
269                 {
270                         precache_sound("weapons/neximpact.wav");
271                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
272                         {
273                                 precache_pic("gfx/reticle_nex");
274                         }
275                         return TRUE;
276                 }
277                 case WR_ZOOMRETICLE:
278                 {
279                         if(button_zoom || zoomscript_caught)
280                         {
281                                 reticle_image = "gfx/reticle_nex";
282                                 return TRUE;
283                         }
284                         else
285                         {
286                                 // no weapon specific image for this weapon
287                                 return FALSE;
288                         }
289                 }
290         }
291         return TRUE;
292 }
293 #endif
294 #endif