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