]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/w_nex.qc
Actually we can do another macro there too :D
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_nex.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ NEX,
4 /* function  */ w_nex,
5 /* ammotype  */ IT_CELLS,
6 /* impulse   */ 7,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* model     */ "nex",
10 /* shortname */ "nex",
11 /* fullname  */ _("Nex")
12 );
13
14 #define NEX_SETTINGS(weapon) \
15         WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
16         WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
17         WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
18         WEP_ADD_CVAR(weapon, MO_BOTH, force) \
19         WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_mindist) \
20         WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_maxdist) \
21         WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_halflife) \
22         WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_forcehalflife) \
23         WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
24         WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
25         WEP_ADD_CVAR(weapon, MO_NONE, charge) \
26         WEP_ADD_CVAR(weapon, MO_NONE, charge_mindmg) \
27         WEP_ADD_CVAR(weapon, MO_NONE, charge_shot_multiplier) \
28         WEP_ADD_CVAR(weapon, MO_NONE, charge_animlimit) \
29         WEP_ADD_CVAR(weapon, MO_NONE, charge_limit) \
30         WEP_ADD_CVAR(weapon, MO_NONE, charge_rate) \
31         WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_rate) \
32         WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_pause) \
33         WEP_ADD_CVAR(weapon, MO_NONE, charge_start) \
34         WEP_ADD_CVAR(weapon, MO_NONE, charge_minspeed) \
35         WEP_ADD_CVAR(weapon, MO_NONE, charge_maxspeed) \
36         WEP_ADD_CVAR(weapon, MO_NONE, charge_velocity_rate) \
37         WEP_ADD_CVAR(weapon, MO_SEC,  chargepool) \
38         WEP_ADD_CVAR(weapon, MO_SEC,  chargepool_regen) \
39         WEP_ADD_CVAR(weapon, MO_SEC,  chargepool_pause_regen) \
40         WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
41         WEP_ADD_PROP(weapon, reloading_time, reload_time) \
42         WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
43         WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
44
45 #ifdef SVQC
46 NEX_SETTINGS(nex)
47 void spawnfunc_weapon_nex (void) { weapon_defaultspawnfunc(WEP_NEX); }
48 #endif
49 #else
50 #ifdef SVQC
51
52 void SendCSQCNexBeamParticle(float charge) {
53         vector v;
54         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
55         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
56         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
57         WriteCoord(MSG_BROADCAST, w_shotorg_x);
58         WriteCoord(MSG_BROADCAST, w_shotorg_y);
59         WriteCoord(MSG_BROADCAST, w_shotorg_z);
60         WriteCoord(MSG_BROADCAST, v_x);
61         WriteCoord(MSG_BROADCAST, v_y);
62         WriteCoord(MSG_BROADCAST, v_z);
63         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
64 }
65
66 void W_Nex_Attack (float issecondary)
67 {
68         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
69         
70         mydmg = WEP_CVAR_BOTH(nex, !issecondary, damage);
71         myforce = WEP_CVAR_BOTH(nex, !issecondary, force);
72         mymindist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_mindist);
73         mymaxdist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_maxdist);
74         myhalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_halflife);
75         myforcehalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_forcehalflife);
76         myammo = WEP_CVAR_BOTH(nex, !issecondary, ammo);
77
78         float flying;
79         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
80
81         if(WEP_CVAR(nex, charge))
82         {
83                 charge = WEP_CVAR(nex, charge_mindmg) / mydmg + (1 - WEP_CVAR(nex, charge_mindmg) / mydmg) * self.nex_charge;
84                 self.nex_charge *= WEP_CVAR(nex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
85                 // O RLY? -- divVerent
86                 // YA RLY -- FruitieX
87         }
88         else
89                 charge = 1;
90         mydmg *= charge;
91         myforce *= charge;
92
93         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
94         if(charge > WEP_CVAR(nex, charge_animlimit) && WEP_CVAR(nex, charge_animlimit)) // if the Nex is overcharged, we play an extra sound
95         {
96                 sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(nex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(nex, charge_animlimit)), ATTN_NORM);
97         }
98
99         yoda = 0;
100         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
101
102         if(yoda && flying)
103                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); 
104
105         //beam and muzzle flash done on client
106         SendCSQCNexBeamParticle(charge);
107
108         W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
109 }
110
111 void spawnfunc_weapon_nex (void); // defined in t_items.qc
112
113 .float nex_chargepool_pauseregen_finished;
114 float w_nex(float req)
115 {
116         float dt;
117         float ammo_amount;
118         switch(req)
119         {
120                 case WR_AIM:
121                 {
122                         if(bot_aim(1000000, 0, 1, FALSE))
123                                 self.BUTTON_ATCK = TRUE;
124                         else
125                         {
126                                 if(WEP_CVAR(nex, charge))
127                                         self.BUTTON_ATCK2 = TRUE;
128                         }
129                         return TRUE;
130                 }
131                 case WR_THINK:
132                 {
133                         if(WEP_CVAR(nex, charge) && self.nex_charge < WEP_CVAR(nex, charge_limit))
134                                 self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_rate) * frametime / W_TICSPERFRAME);
135                                 
136                         if(WEP_CVAR_SEC(nex, chargepool))
137                                 if(self.nex_chargepool_ammo < 1)
138                                 {
139                                         if(self.nex_chargepool_pauseregen_finished < time)
140                                                 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + WEP_CVAR_SEC(nex, chargepool_regen) * frametime / W_TICSPERFRAME);
141                                         self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(nex, chargepool_pause_regen));
142                                 }
143
144                         if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
145                                 WEP_ACTION(self.weapon, WR_RELOAD);
146                         else
147                         {
148                                 if (self.BUTTON_ATCK)
149                                 {
150                                         if (weapon_prepareattack(0, WEP_CVAR_PRI(nex, refire)))
151                                         {
152                                                 W_Nex_Attack(0);
153                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(nex, animtime), w_ready);
154                                         }
155                                 }
156                                 if ((WEP_CVAR(nex, charge) && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
157                                 {
158                                         if(WEP_CVAR(nex, charge))
159                                         {
160                                                 self.nex_charge_rottime = time + WEP_CVAR(nex, charge_rot_pause);
161                                                 dt = frametime / W_TICSPERFRAME;
162
163                                                 if(self.nex_charge < 1)
164                                                 {
165                                                         if(WEP_CVAR_SEC(nex, chargepool))
166                                                         {
167                                                                 if(WEP_CVAR_SEC(nex, ammo))
168                                                                 {
169                                                                         // always deplete if secondary is held
170                                                                         self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - WEP_CVAR_SEC(nex, ammo) * dt);
171
172                                                                         dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
173                                                                         self.nex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(nex, chargepool_pause_regen);
174                                                                         dt = min(dt, self.nex_chargepool_ammo);
175                                                                         dt = max(0, dt);
176
177                                                                         self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
178                                                                 }
179                                                         }
180
181                                                         else if(WEP_CVAR_SEC(nex, ammo))
182                                                         {
183                                                                 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
184                                                                 {
185                                                                         dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
186                                                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
187                                                                         {
188                                                                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
189                                                                                 if(autocvar_g_balance_nex_reload_ammo)
190                                                                                 {
191                                                                                         dt = min(dt, (self.clip_load - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
192                                                                                         dt = max(0, dt);
193                                                                                         if(dt > 0)
194                                                                                         {
195                                                                                                 self.clip_load = max(WEP_CVAR_SEC(nex, ammo), self.clip_load - WEP_CVAR_SEC(nex, ammo) * dt);
196                                                                                         }
197                                                                                         self.(weapon_load[WEP_NEX]) = self.clip_load;
198                                                                                 }
199                                                                                 else
200                                                                                 {
201                                                                                         dt = min(dt, (self.ammo_cells - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
202                                                                                         dt = max(0, dt);
203                                                                                         if(dt > 0)
204                                                                                         {
205                                                                                                 self.ammo_cells = max(WEP_CVAR_SEC(nex, ammo), self.ammo_cells - WEP_CVAR_SEC(nex, ammo) * dt);
206                                                                                         }
207                                                                                 }
208                                                                         }
209                                                                         self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
210                                                                 }
211                                                         }
212
213                                                         else
214                                                         {
215                                                                 dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
216                                                                 self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
217                                                         }
218                                                 }
219                                         }
220                                         else if(autocvar_g_balance_nex_secondary)
221                                         {
222                                                 if (weapon_prepareattack(0, WEP_CVAR_SEC(nex, refire)))
223                                                 {
224                                                         W_Nex_Attack(1);
225                                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(nex, animtime), w_ready);
226                                                 }
227                                         }
228                                 }
229                         }
230                         
231                         return TRUE;
232                 }
233                 case WR_PRECACHE:
234                 {
235                         precache_model ("models/nexflash.md3");
236                         precache_model ("models/weapons/g_nex.md3");
237                         precache_model ("models/weapons/v_nex.md3");
238                         precache_model ("models/weapons/h_nex.iqm");
239                         precache_sound ("weapons/nexfire.wav");
240                         precache_sound ("weapons/nexcharge.wav");
241                         precache_sound ("weapons/nexwhoosh1.wav");
242                         precache_sound ("weapons/nexwhoosh2.wav");
243                         precache_sound ("weapons/nexwhoosh3.wav");
244                         #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
245                         #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_NEX,weapon,prop,name)
246                         NEX_SETTINGS(nex)
247                         #undef WEP_ADD_CVAR
248                         #undef WEP_ADD_PROP
249                         return TRUE;
250                 }
251                 case WR_SETUP:
252                 {
253                         weapon_setup(WEP_NEX);
254                         self.current_ammo = ammo_cells;
255                         return TRUE;
256                 }
257                 case WR_CHECKAMMO1:
258                 {
259                         ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(nex, ammo);
260                         ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= WEP_CVAR_PRI(nex, ammo));
261                         return ammo_amount;
262                 }
263                 case WR_CHECKAMMO2:
264                 {
265                         if(autocvar_g_balance_nex_secondary)
266                         {
267                                 // don't allow charging if we don't have enough ammo
268                                 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(nex, ammo);
269                                 ammo_amount += self.(weapon_load[WEP_NEX]) >= WEP_CVAR_SEC(nex, ammo);  
270                                 return ammo_amount;
271                         }
272                         else
273                         {
274                                 return FALSE; // zoom is not a fire mode
275                         }
276                 }
277                 case WR_RELOAD:
278                 {
279                         W_Reload(min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo)), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
280                         return TRUE;
281                 }
282                 case WR_SUICIDEMESSAGE:
283                 {
284                         return WEAPON_THINKING_WITH_PORTALS;
285                 }
286                 case WR_KILLMESSAGE:
287                 {
288                         return WEAPON_NEX_MURDER;
289                 }
290         }
291         return TRUE;
292 }
293 #endif
294 #ifdef CSQC
295 float w_nex(float req)
296 {
297         switch(req)
298         {
299                 case WR_IMPACTEFFECT:
300                 {
301                         vector org2;
302                         org2 = w_org + w_backoff * 6;
303                         pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
304                         if(!w_issilent)
305                                 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
306                                 
307                         return TRUE;
308                 }
309                 case WR_PRECACHE:
310                 {
311                         precache_sound("weapons/neximpact.wav");
312                         return TRUE;
313                 }
314         }
315         return TRUE;
316 }
317 #endif
318 #endif