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Replace if statements with switches in the weapon request functions
[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 #else
14 #ifdef SVQC
15
16 void SendCSQCNexBeamParticle(float charge) {
17         vector v;
18         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
19         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
20         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
21         WriteCoord(MSG_BROADCAST, w_shotorg_x);
22         WriteCoord(MSG_BROADCAST, w_shotorg_y);
23         WriteCoord(MSG_BROADCAST, w_shotorg_z);
24         WriteCoord(MSG_BROADCAST, v_x);
25         WriteCoord(MSG_BROADCAST, v_y);
26         WriteCoord(MSG_BROADCAST, v_z);
27         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
28 }
29
30 void W_Nex_Attack (float issecondary)
31 {
32         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
33         if(issecondary)
34         {
35                 mydmg = autocvar_g_balance_nex_secondary_damage;
36                 myforce = autocvar_g_balance_nex_secondary_force;
37                 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
38                 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
39                 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
40                 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
41                 myammo = autocvar_g_balance_nex_secondary_ammo;
42         }
43         else
44         {
45                 mydmg = autocvar_g_balance_nex_primary_damage;
46                 myforce = autocvar_g_balance_nex_primary_force;
47                 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
48                 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
49                 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
50                 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
51                 myammo = autocvar_g_balance_nex_primary_ammo;
52         }
53
54         float flying;
55         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
56
57         if(autocvar_g_balance_nex_charge)
58         {
59                 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
60                 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
61                 // O RLY? -- divVerent
62                 // YA RLY -- FruitieX
63         }
64         else
65                 charge = 1;
66         mydmg *= charge;
67         myforce *= charge;
68
69         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
70         if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
71         {
72                 sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
73         }
74
75         yoda = 0;
76         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
77
78         if(yoda && flying)
79                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); 
80
81         //beam and muzzle flash done on client
82         SendCSQCNexBeamParticle(charge);
83
84         W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
85 }
86
87 void spawnfunc_weapon_nex (void); // defined in t_items.qc
88
89 .float nex_chargepool_pauseregen_finished;
90 float w_nex(float req)
91 {
92         float dt;
93         float ammo_amount;
94         switch(req)
95         {
96                 case WR_AIM:
97                 {
98                         if(bot_aim(1000000, 0, 1, FALSE))
99                                 self.BUTTON_ATCK = TRUE;
100                         else
101                         {
102                                 if(autocvar_g_balance_nex_charge)
103                                         self.BUTTON_ATCK2 = TRUE;
104                         }
105                         return TRUE;
106                 }
107                 case WR_THINK:
108                 {
109                         if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
110                                 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
111
112                         if(autocvar_g_balance_nex_secondary_chargepool)
113                                 if(self.nex_chargepool_ammo < 1)
114                                 {
115                                         if(self.nex_chargepool_pauseregen_finished < time)
116                                                 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
117                                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
118                                 }
119
120                         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
121                                 weapon_action(self.weapon, WR_RELOAD);
122                         else
123                         {
124                                 if (self.BUTTON_ATCK)
125                                 {
126                                         if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
127                                         {
128                                                 W_Nex_Attack(0);
129                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
130                                         }
131                                 }
132                                 if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
133                                 {
134                                         if(autocvar_g_balance_nex_secondary_charge)
135                                         {
136                                                 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
137                                                 dt = frametime / W_TICSPERFRAME;
138
139                                                 if(self.nex_charge < 1)
140                                                 {
141                                                         if(autocvar_g_balance_nex_secondary_chargepool)
142                                                         {
143                                                                 if(autocvar_g_balance_nex_secondary_ammo)
144                                                                 {
145                                                                         // always deplete if secondary is held
146                                                                         self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
147
148                                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
149                                                                         self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
150                                                                         dt = min(dt, self.nex_chargepool_ammo);
151                                                                         dt = max(0, dt);
152
153                                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
154                                                                 }
155                                                         }
156
157                                                         else if(autocvar_g_balance_nex_secondary_ammo)
158                                                         {
159                                                                 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
160                                                                 {
161                                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
162                                                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163                                                                         {
164                                                                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
165                                                                                 if(autocvar_g_balance_nex_reload_ammo)
166                                                                                 {
167                                                                                         dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
168                                                                                         dt = max(0, dt);
169                                                                                         if(dt > 0)
170                                                                                         {
171                                                                                                 self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
172                                                                                         }
173                                                                                         self.(weapon_load[WEP_NEX]) = self.clip_load;
174                                                                                 }
175                                                                                 else
176                                                                                 {
177                                                                                         dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
178                                                                                         dt = max(0, dt);
179                                                                                         if(dt > 0)
180                                                                                         {
181                                                                                                 self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
182                                                                                         }
183                                                                                 }
184                                                                         }
185                                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
186                                                                 }
187                                                         }
188
189                                                         else
190                                                         {
191                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
192                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
193                                                         }
194                                                 }
195                                         }
196                                         else if(autocvar_g_balance_nex_secondary)
197                                         {
198                                                 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
199                                                 {
200                                                         W_Nex_Attack(1);
201                                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
202                                                 }
203                                         }
204                                 }
205                         }
206                         
207                         return TRUE;
208                 }
209                 case WR_PRECACHE:
210                 {
211                         precache_model ("models/nexflash.md3");
212                         precache_model ("models/weapons/g_nex.md3");
213                         precache_model ("models/weapons/v_nex.md3");
214                         precache_model ("models/weapons/h_nex.iqm");
215                         precache_sound ("weapons/nexfire.wav");
216                         precache_sound ("weapons/nexcharge.wav");
217                         precache_sound ("weapons/nexwhoosh1.wav");
218                         precache_sound ("weapons/nexwhoosh2.wav");
219                         precache_sound ("weapons/nexwhoosh3.wav");
220                         return TRUE;
221                 }
222                 case WR_SETUP:
223                 {
224                         weapon_setup(WEP_NEX);
225                         self.current_ammo = ammo_cells;
226                         return TRUE;
227                 }
228                 case WR_CHECKAMMO1:
229                 {
230                         ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
231                         ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_primary_ammo);
232                         return ammo_amount;
233                 }
234                 case WR_CHECKAMMO2:
235                 {
236                         if(autocvar_g_balance_nex_secondary)
237                         {
238                                 // don't allow charging if we don't have enough ammo
239                                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
240                                 ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;    
241                                 return ammo_amount;
242                         }
243                         else
244                         {
245                                 return FALSE; // zoom is not a fire mode
246                         }
247                 }
248                 case WR_RELOAD:
249                 {
250                         W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
251                         return TRUE;
252                 }
253                 case WR_SUICIDEMESSAGE:
254                 {
255                         return WEAPON_THINKING_WITH_PORTALS;
256                 }
257                 case WR_KILLMESSAGE:
258                 {
259                         return WEAPON_NEX_MURDER;
260                 }
261         }
262         return TRUE;
263 }
264 #endif
265 #ifdef CSQC
266 float w_nex(float req)
267 {
268         switch(req)
269         {
270                 case WR_IMPACTEFFECT:
271                 {
272                         vector org2;
273                         org2 = w_org + w_backoff * 6;
274                         pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
275                         if(!w_issilent)
276                                 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
277                                 
278                         return TRUE;
279                 }
280                 case WR_PRECACHE:
281                 {
282                         precache_sound("weapons/neximpact.wav");
283                         return TRUE;
284                 }
285         }
286         return TRUE;
287 }
288 #endif
289 #endif