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