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Split port-o-launch and nexball ball stealer
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1 #ifndef IMPLEMENTATION
2 CLASS(PortoLaunch, Weapon)
3 /* ammotype  */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none)
4 /* impulse   */ ATTRIB(PortoLaunch, impulse, int, 0)
5 /* flags     */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON);
6 /* rating    */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
7 /* color     */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
8 /* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
9 /* model     */ ATTRIB(PortoLaunch, model, string, strzone(W_Model(strcat("g_", this.mdl, ".md3"))));
10 /* simplemdl */ ATTRIB(PortoLaunch, w_simplemdl, string, "foobar");
11 /* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
12 /* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
13 /* wepimg    */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
14 /* refname   */ ATTRIB(PortoLaunch, netname, string, "porto");
15 /* wepname   */ ATTRIB(PortoLaunch, message, string, _("Port-O-Launch"));
16 ENDCLASS(PortoLaunch)
17 REGISTER_WEAPON(PORTO, NEW(PortoLaunch));
18
19 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
20 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21         w_cvar(id, sn, BOTH, animtime) \
22         w_cvar(id, sn, BOTH, lifetime) \
23         w_cvar(id, sn, BOTH, refire) \
24         w_cvar(id, sn, BOTH, speed) \
25         w_cvar(id, sn, NONE, secondary) \
26         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
27         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
28         w_prop(id, sn, string, weaponreplace, weaponreplace) \
29         w_prop(id, sn, float,  weaponstart, weaponstart) \
30         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
31         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
32
33 #ifdef SVQC
34 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
35 .entity porto_current;
36 .vector porto_v_angle; // holds "held" view angles
37 .float porto_v_angle_held;
38 .vector right_vector;
39 #endif
40 #endif
41 #ifdef IMPLEMENTATION
42 #ifdef SVQC
43 #include "../../triggers/trigger/jumppads.qh"
44
45 void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
46
47 void W_Porto_Success(void)
48 {SELFPARAM();
49         if(self.realowner == world)
50         {
51                 objerror("Cannot succeed successfully: no owner\n");
52                 return;
53         }
54
55         self.realowner.porto_current = world;
56         remove(self);
57 }
58
59 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
60 void W_Porto_Fail(float failhard)
61 {SELFPARAM();
62         if(self.realowner == world)
63         {
64                 objerror("Cannot fail successfully: no owner\n");
65                 return;
66         }
67
68         // no portals here!
69         if(self.cnt < 0)
70         {
71                 Portal_ClearWithID(self.realowner, self.portal_id);
72         }
73
74         self.realowner.porto_current = world;
75
76         if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
77         {
78                 setsize(self, '-16 -16 0', '16 16 32');
79                 setorigin(self, self.origin + trace_plane_normal);
80                 if(move_out_of_solid(self))
81                 {
82                         self.flags = FL_ITEM;
83                         self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
84                         tracetoss(self, self);
85                         if(vlen(trace_endpos - self.realowner.origin) < 128)
86                         {
87                                 W_ThrowNewWeapon(self.realowner, WEP_PORTO.m_id, 0, self.origin, self.velocity);
88                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
89                         }
90                 }
91         }
92         remove(self);
93 }
94
95 void W_Porto_Remove(entity p)
96 {SELFPARAM();
97         if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
98         {
99                 WITH(entity, self, p.porto_current, W_Porto_Fail(1));
100         }
101 }
102
103 void W_Porto_Think(void)
104 {SELFPARAM();
105         trace_plane_normal = '0 0 0';
106         if(self.realowner.playerid != self.playerid)
107                 remove(self);
108         else
109                 W_Porto_Fail(0);
110 }
111
112 void W_Porto_Touch(void)
113 {SELFPARAM();
114         vector norm;
115
116         // do not use PROJECTILE_TOUCH here
117         // FIXME but DO handle warpzones!
118
119         if(other.classname == "portal")
120                 return; // handled by the portal
121
122         norm = trace_plane_normal;
123         if(trace_ent.iscreature)
124         {
125                 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN.z, MOVE_WORLDONLY, self);
126                 if(trace_fraction >= 1)
127                         return;
128                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
129                         return;
130                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
131                         return;
132         }
133
134         if(self.realowner.playerid != self.playerid)
135         {
136                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
137                 remove(self);
138         }
139         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
140         {
141                 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
142                 // just reflect
143                 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
144                 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
145         }
146         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
147         {
148                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
149                 W_Porto_Fail(0);
150                 if(self.cnt < 0)
151                         Portal_ClearAll_PortalsOnly(self.realowner);
152         }
153         else if(self.cnt == 0)
154         {
155                 // in-portal only
156                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
157                 {
158                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
159                         trace_plane_normal = norm;
160                         Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
161                         W_Porto_Success();
162                 }
163                 else
164                 {
165                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
166                         trace_plane_normal = norm;
167                         W_Porto_Fail(0);
168                 }
169         }
170         else if(self.cnt == 1)
171         {
172                 // out-portal only
173                 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
174                 {
175                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
176                         trace_plane_normal = norm;
177                         Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
178                         W_Porto_Success();
179                 }
180                 else
181                 {
182                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
183                         trace_plane_normal = norm;
184                         W_Porto_Fail(0);
185                 }
186         }
187         else if(self.effects & EF_RED)
188         {
189                 self.effects += EF_BLUE - EF_RED;
190                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
191                 {
192                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
193                         trace_plane_normal = norm;
194                         Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
195                         self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
196                         self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
197                         CSQCProjectile(self, true, PROJECTILE_PORTO_BLUE, true); // change type
198                 }
199                 else
200                 {
201                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
202                         trace_plane_normal = norm;
203                         Portal_ClearAll_PortalsOnly(self.realowner);
204                         W_Porto_Fail(0);
205                 }
206         }
207         else
208         {
209                 if(self.realowner.portal_in.portal_id == self.portal_id)
210                 {
211                         if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
212                         {
213                                 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
214                                 trace_plane_normal = norm;
215                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
216                                 W_Porto_Success();
217                         }
218                         else
219                         {
220                                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
221                                 Portal_ClearAll_PortalsOnly(self.realowner);
222                                 W_Porto_Fail(0);
223                         }
224                 }
225                 else
226                 {
227                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
228                         Portal_ClearAll_PortalsOnly(self.realowner);
229                         W_Porto_Fail(0);
230                 }
231         }
232 }
233
234 void W_Porto_Attack(float type)
235 {SELFPARAM();
236         entity gren;
237
238         W_SetupShot(self, false, 4, "porto/fire.wav", CH_WEAPON_A, 0);
239         // always shoot from the eye
240         w_shotdir = v_forward;
241         w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
242
243         //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
244
245         gren = spawn();
246         gren.cnt = type;
247         gren.owner = gren.realowner = self;
248         gren.playerid = self.playerid;
249         gren.classname = "porto";
250         gren.bot_dodge = true;
251         gren.bot_dodgerating = 200;
252         gren.movetype = MOVETYPE_BOUNCEMISSILE;
253         PROJECTILE_MAKETRIGGER(gren);
254         gren.effects = EF_RED;
255         gren.scale = 4;
256         setorigin(gren, w_shotorg);
257         setsize(gren, '0 0 0', '0 0 0');
258
259         gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
260         gren.think = W_Porto_Think;
261         gren.touch = W_Porto_Touch;
262
263         if(self.items & ITEM_Strength.m_itemid)
264                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
265         else
266                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
267
268         gren.angles = vectoangles(gren.velocity);
269         gren.flags = FL_PROJECTILE;
270
271         gren.portal_id = time;
272         self.porto_current = gren;
273         gren.playerid = self.playerid;
274         fixedmakevectors(fixedvectoangles(gren.velocity));
275         gren.right_vector = v_right;
276
277         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
278
279         if(type > 0)
280                 CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true);
281         else
282                 CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
283
284         MUTATOR_CALLHOOK(EditProjectile, self, gren);
285 }
286
287                 METHOD(PortoLaunch, wr_aim, bool(entity thiswep))
288                 {
289                         SELFPARAM();
290                         self.BUTTON_ATCK = false;
291                         self.BUTTON_ATCK2 = false;
292                         if(!WEP_CVAR(porto, secondary))
293                                 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
294                                         self.BUTTON_ATCK = true;
295
296                         return true;
297                 }
298                 METHOD(PortoLaunch, wr_config, bool(entity this))
299                 {
300                         PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
301                         return true;
302                 }
303                 METHOD(PortoLaunch, wr_think, bool(entity thiswep))
304                 {
305                         SELFPARAM();
306                         if(WEP_CVAR(porto, secondary))
307                         {
308                                 if(self.BUTTON_ATCK)
309                                 if(!self.porto_current)
310                                 if(!self.porto_forbidden)
311                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
312                                 {
313                                         W_Porto_Attack(0);
314                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
315                                 }
316
317                                 if(self.BUTTON_ATCK2)
318                                 if(!self.porto_current)
319                                 if(!self.porto_forbidden)
320                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
321                                 {
322                                         W_Porto_Attack(1);
323                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
324                                 }
325                         }
326                         else
327                         {
328                                 if(self.porto_v_angle_held)
329                                 {
330                                         if(!self.BUTTON_ATCK2)
331                                         {
332                                                 self.porto_v_angle_held = 0;
333
334                                                 ClientData_Touch(self);
335                                         }
336                                 }
337                                 else
338                                 {
339                                         if(self.BUTTON_ATCK2)
340                                         {
341                                                 self.porto_v_angle = self.v_angle;
342                                                 self.porto_v_angle_held = 1;
343
344                                                 ClientData_Touch(self);
345                                         }
346                                 }
347                                 if(self.porto_v_angle_held)
348                                         makevectors(self.porto_v_angle); // override the previously set angles
349
350                                 if(self.BUTTON_ATCK)
351                                 if(!self.porto_current)
352                                 if(!self.porto_forbidden)
353                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
354                                 {
355                                         W_Porto_Attack(-1);
356                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
357                                 }
358                         }
359
360                         return true;
361                 }
362                 METHOD(PortoLaunch, wr_checkammo1, bool(entity this))
363                 {
364                         // always allow infinite ammo
365                         return true;
366                 }
367                 METHOD(PortoLaunch, wr_checkammo2, bool(entity this))
368                 {
369                         // always allow infinite ammo
370                         return true;
371                 }
372                 METHOD(PortoLaunch, wr_init, bool(entity this))
373                 {
374                         precache_sound("porto/bounce.wav");
375                         precache_sound("porto/create.wav");
376                         precache_sound("porto/expire.wav");
377                         precache_sound("porto/explode.wav");
378                         precache_sound("porto/fire.wav");
379                         precache_sound("porto/unsupported.wav");
380                         PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
381                         return true;
382                 }
383                 METHOD(PortoLaunch, wr_setup, bool(entity thiswep))
384                 {
385                         SELFPARAM();
386                         self.ammo_field = ammo_none;
387                         return true;
388                 }
389                 METHOD(PortoLaunch, wr_resetplayer, bool(entity thiswep))
390                 {
391                         SELFPARAM();
392                         self.porto_current = world;
393                         return true;
394                 }
395 #endif
396 #ifdef CSQC
397                 METHOD(PortoLaunch, wr_impacteffect, bool(entity this)) {
398                         LOG_WARNING("Since when does Porto send DamageInfo?\n");
399                         return true;
400                 }
401                 METHOD(PortoLaunch, wr_init, bool(entity this)) {
402                         // nothing to do
403                         return true;
404                 }
405                 METHOD(PortoLaunch, wr_zoomreticle, bool(entity this)) {
406                         // no weapon specific image for this weapon
407                         return false;
408                 }
409 #endif
410 #endif