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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
1 #include "vortex.qh"
2
3 //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
4 //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
5
6 #if defined(GAMEQC)
7 float autocvar_g_weapon_charge_colormod_red_full;
8 float autocvar_g_weapon_charge_colormod_red_half;
9 float autocvar_g_weapon_charge_colormod_green_full;
10 float autocvar_g_weapon_charge_colormod_blue_full;
11 float autocvar_g_weapon_charge_colormod_blue_half;
12 float autocvar_g_weapon_charge_colormod_green_half;
13 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
14
15 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
16 {
17         if (!WEP_CVAR(vortex, charge)) return '0 0 0';
18         float charge = wepent.vortex_charge;
19         float animlimit = WEP_CVAR(vortex, charge_animlimit);
20         float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
21         vector g;
22         g.x = f * autocvar_g_weapon_charge_colormod_red_half;
23         g.y = f * autocvar_g_weapon_charge_colormod_green_half;
24         g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
25         if (charge > animlimit)
26         {
27                 f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
28                 g.x += f * autocvar_g_weapon_charge_colormod_red_full;
29                 g.y += f * autocvar_g_weapon_charge_colormod_green_full;
30                 g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
31         }
32         return g;
33 }
34 #endif
35
36 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
37
38 #if defined(SVQC)
39 void SendCSQCVortexBeamParticle(float charge) {
40         vector v;
41         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
42         WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
43         WriteVector(MSG_BROADCAST, w_shotorg);
44         WriteVector(MSG_BROADCAST, v);
45         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
46 }
47 #elif defined(CSQC)
48 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
49 {
50         float charge;
51     vector shotorg = ReadVector();
52     vector endpos = ReadVector();
53         charge = ReadByte() / 255.0;
54
55         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
56
57         //draw either the old v2.3 beam or the new beam
58         charge = sqrt(charge); // divide evenly among trail spacing and alpha
59         particles_alphamin = particles_alphamax = particles_fade = charge;
60
61         if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
62         {
63                 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
64                         WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
65                 else
66                         WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
67         }
68         return true;
69 }
70 #endif
71
72 #ifdef SVQC
73
74 REGISTER_MUTATOR(vortex_charge, true);
75
76 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
77 {
78     entity player = M_ARGV(0, entity);
79
80         // WEAPONTODO
81     if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
82         return;
83
84     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
85     {
86         .entity weaponentity = weaponentities[slot];
87
88         if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
89         {
90             float xyspeed = vlen(vec2(player.velocity));
91                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
92                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
93                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
94                 // add the extra charge
95                 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
96         }
97     }
98 }
99
100 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
101 {
102         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
103
104         mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
105         myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
106         mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
107         mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
108         myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
109         myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
110         myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
111
112     float dtype = thiswep.m_id;
113     if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
114         dtype |= HITTYPE_ARMORPIERCE;
115
116         float flying;
117         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
118
119         if(WEP_CVAR(vortex, charge))
120         {
121                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
122                 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
123                 // O RLY? -- divVerent
124                 // YA RLY -- FruitieX
125         }
126         else
127                 charge = 1;
128         mydmg *= charge;
129         myforce *= charge;
130
131         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
132         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
133         {
134                 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
135         }
136
137         yoda = 0;
138         damage_goodhits = 0;
139         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
140
141         if(yoda && flying)
142                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
143         if(damage_goodhits && actor.vortex_lasthit)
144         {
145                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
146                 damage_goodhits = 0; // only every second time
147         }
148
149         actor.vortex_lasthit = damage_goodhits;
150
151         //beam and muzzle flash done on client
152         SendCSQCVortexBeamParticle(charge);
153
154         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
155 }
156
157 .float vortex_chargepool_pauseregen_finished;
158
159 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
160 {
161     if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
162         PHYS_INPUT_BUTTON_ATCK(actor) = true;
163     else
164     {
165         if(WEP_CVAR(vortex, charge))
166             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
167     }
168 }
169 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
170 {
171     if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
172         actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
173
174     if(WEP_CVAR_SEC(vortex, chargepool))
175         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
176         {
177             if(actor.vortex_chargepool_pauseregen_finished < time)
178                 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
179             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
180         }
181
182     if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
183         thiswep.wr_reload(thiswep, actor, weaponentity);
184     } else
185     {
186         if(fire & 1)
187         {
188             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
189             {
190                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
191                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
192             }
193         }
194         if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
195         {
196             if(WEP_CVAR(vortex, charge))
197             {
198                 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
199                 float dt = frametime / W_TICSPERFRAME;
200
201                 if(actor.(weaponentity).vortex_charge < 1)
202                 {
203                     if(WEP_CVAR_SEC(vortex, chargepool))
204                     {
205                         if(WEP_CVAR_SEC(vortex, ammo))
206                         {
207                             // always deplete if secondary is held
208                             actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
209
210                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
211                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
212                             dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
213                             dt = max(0, dt);
214
215                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
216                         }
217                     }
218
219                     else if(WEP_CVAR_SEC(vortex, ammo))
220                     {
221                         if(fire & 2) // only eat ammo when the button is pressed
222                         {
223                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
224                             if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
225                             {
226                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
227                                 if(autocvar_g_balance_vortex_reload_ammo)
228                                 {
229                                     dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
230                                     dt = max(0, dt);
231                                     if(dt > 0)
232                                     {
233                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
234                                     }
235                                     actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
236                                 }
237                                 else
238                                 {
239                                     dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
240                                     dt = max(0, dt);
241                                     if(dt > 0)
242                                     {
243                                         SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
244                                     }
245                                 }
246                             }
247                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
248                         }
249                     }
250
251                     else
252                     {
253                         dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
254                         actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
255                     }
256                 }
257             }
258             else if(WEP_CVAR(vortex, secondary))
259             {
260                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
261                 {
262                     W_Vortex_Attack(thiswep, actor, weaponentity, 1);
263                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
264                 }
265             }
266         }
267     }
268 }
269 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
270 {
271     actor.vortex_lasthit = 0;
272 }
273 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
274 {
275     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
276     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
277     return ammo_amount;
278 }
279 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
280 {
281     if(WEP_CVAR(vortex, secondary))
282     {
283         // don't allow charging if we don't have enough ammo
284         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
285         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
286         return ammo_amount;
287     }
288     else
289     {
290         return false; // zoom is not a fire mode
291     }
292 }
293 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
294 {
295     if (WEP_CVAR(vortex, charge)) {
296         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
297         {
298             .entity weaponentity = weaponentities[slot];
299             actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
300
301             if (WEP_CVAR_SEC(vortex, chargepool))
302                 actor.(weaponentity).vortex_chargepool_ammo = 1;
303         }
304     }
305     actor.vortex_lasthit = 0;
306 }
307 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
308 {
309     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
310 }
311 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
312 {
313     return WEAPON_THINKING_WITH_PORTALS;
314 }
315 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
316 {
317     return WEAPON_VORTEX_MURDER;
318 }
319 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
320 {
321     return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
322 }
323
324 #endif
325 #ifdef CSQC
326
327 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
328 {
329     entity this = actor;
330     vector org2 = w_org + w_backoff * 6;
331     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
332     if(!w_issilent)
333         sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
334 }
335 METHOD(Vortex, wr_init, void(entity thiswep))
336 {
337     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
338     {
339         precache_pic("gfx/reticle_nex");
340     }
341 }
342 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
343 {
344     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
345     {
346         return true;
347     }
348     else
349     {
350         // no weapon specific image for this weapon
351         return false;
352     }
353 }
354 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
355 {
356     return button_attack2 && !WEP_CVAR(vortex, secondary);
357 }
358
359 #endif