#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ TUBA,
-/* function */ w_tuba,
-/* ammotype */ 0,
-/* impulse */ 1,
-/* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "tuba",
-/* netname */ "tuba",
+/* WEP_##id */ TUBA,
+/* function */ W_Tuba,
+/* ammotype */ ammo_none,
+/* impulse */ 1,
+/* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* color */ '0 1 0',
+/* modelname */ "tuba",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairtuba",
+/* wepimg */ "weapontuba",
+/* refname */ "tuba",
/* xgettext:no-c-format */
-/* fullname */ _("@!#%'n Tuba")
+/* wepname */ _("@!#%'n Tuba")
);
-#define TUBA_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
- WEP_ADD_CVAR(weapon, MO_NONE, attenuation) \
- WEP_ADD_CVAR(weapon, MO_NONE, damage) \
- WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
- WEP_ADD_CVAR(weapon, MO_NONE, force) \
- WEP_ADD_CVAR(weapon, MO_NONE, radius) \
- WEP_ADD_CVAR(weapon, MO_NONE, refire) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
+#define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, attenuation) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, fadetime) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, pitchstep) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, volume) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
-TUBA_SETTINGS(tuba)
+TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+float W_Tuba_MarkClientOnlyFieldsAsUsed() {
+ // These variables are only used by client/tuba.qc. TODO: move client/tuba.qc code here.
+ return WEP_CVAR(tuba, fadetime) + WEP_CVAR(tuba, pitchstep) + WEP_CVAR(tuba, volume);
+}
+
.entity tuba_note;
.float tuba_smoketime;
.float tuba_instrument;
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); }
+void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); }
-float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
+bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
{
float i, j, mmin, mmax, nolength;
float n = tokenize_console(melody);
if(n > pl.tuba_lastnotes_cnt)
- return FALSE;
+ return false;
float pitchshift = 0;
if(instrument >= 0)
if(pl.tuba_instrument != instrument)
- return FALSE;
+ return false;
// verify notes...
- nolength = FALSE;
+ nolength = false;
for(i = 0; i < n; ++i)
{
- vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
+ vector v = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
float ai = stof(argv(n - i - 1));
float np = floor(ai);
if(ai == np)
- nolength = TRUE;
+ nolength = true;
// n counts the last played notes BACKWARDS
// _x is start
// _y is end
// _z is note pitch
if(ignorepitch && i == 0)
{
- pitchshift = np - v_z;
+ pitchshift = np - v.z;
}
else
{
- if(v_z + pitchshift != np)
- return FALSE;
+ if(v.z + pitchshift != np)
+ return false;
}
}
mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
else
mmax = 240; // you won't try THAT hard... (tempo 1)
- //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
+ //printf("initial tempo rules: %f %f\n", mmin, mmax);
for(i = 0; i < n; ++i)
{
- vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
+ vector vi = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
float ai = stof(argv(n - i - 1));
ti -= 1 / (ai - floor(ai));
float tj = ti;
for(j = i+1; j < n; ++j)
{
- vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
+ vector vj = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - j + MAX_TUBANOTES) % MAX_TUBANOTES]);
float aj = stof(argv(n - j - 1));
tj -= (aj - floor(aj));
// vi_x <= vi_y <= vj_x <= vj_y
// ti <= tj
- //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
- //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
- //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
- //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
- mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
- mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
+ //printf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti);
+ //printf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj);
+ //printf("m1 = %f\n", (vi_x - vj_y) / (ti - tj));
+ //printf("m2 = %f\n", (vi_y - vj_x) / (ti - tj));
+ mmin = max(mmin, (vi.x - vj.y) / (ti - tj)); // lower bound
+ mmax = min(mmax, (vi.y - vj.x) / (ti - tj)); // upper bound
}
}
if(mmin > mmax) // rhythm fail
- return FALSE;
+ return false;
}
pl.tuba_lastnotes_cnt = 0;
- return TRUE;
+ return true;
}
-void W_Tuba_NoteOff()
+void W_Tuba_NoteOff(void)
{
// we have a note:
// on: self.spawnshieldtime
// note: self.cnt
if(self.owner.tuba_note == self)
{
- self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
+ self.owner.tuba_lastnotes_last = (self.owner.tuba_lastnotes_last + 1) % MAX_TUBANOTES;
self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
self.owner.tuba_note = world;
self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
remove(self);
}
-float Tuba_GetNote(entity pl, float hittype)
+int W_Tuba_GetNote(entity pl, int hittype)
{
- float note;
- float movestate;
- movestate = 5;
- if(pl.movement_x < 0) movestate -= 3;
- if(pl.movement_x > 0) movestate += 3;
- if(pl.movement_y < 0) movestate -= 1;
- if(pl.movement_y > 0) movestate += 1;
-#ifdef GMQCC
- note = 0;
-#endif
+ float movestate = 5;
+ if (pl.movement.x < 0) movestate -= 3;
+ else if (pl.movement.x > 0) movestate += 3;
+ if (pl.movement.y < 0) movestate -= 1;
+ else if (pl.movement.y > 0) movestate += 1;
+
+ int note = 0;
switch(movestate)
{
// layout: originally I wanted
note += 12;
if(hittype & HITTYPE_SECONDARY)
note += 7;
-
+
// we support two kinds of tubas, those tuned in Eb and those tuned in C
// kind of tuba currently is player slot number, or team number if in
// teamplay
if(pl.clientcolors & 1)
note += 3;
}
-
+
// total range of notes:
// 0
// *** ** ****
return note;
}
-float W_Tuba_NoteSendEntity(entity to, float sf)
+bool W_Tuba_NoteSendEntity(entity to, int sf)
{
- float f;
+ int f;
msg_entity = to;
if(!sound_allowed(MSG_ONE, self.realowner))
- return FALSE;
+ return false;
WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
WriteByte(MSG_ENTITY, sf);
}
if(sf & 2)
{
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
+ WriteCoord(MSG_ENTITY, self.origin.x);
+ WriteCoord(MSG_ENTITY, self.origin.y);
+ WriteCoord(MSG_ENTITY, self.origin.z);
}
- return TRUE;
+ return true;
}
-void W_Tuba_NoteThink()
+void W_Tuba_NoteThink(void)
{
float dist_mult;
float vol0, vol1;
vector o;
float n;
- W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage));
+ W_SetupShot(self, false, 2, "", 0, WEP_CVAR(tuba, damage));
- n = Tuba_GetNote(self, hittype);
+ n = W_Tuba_GetNote(self, hittype);
hittype = 0;
if(self.tuba_instrument & 1)
}
}
- if not(self.tuba_note)
+ if(!self.tuba_note)
{
self.tuba_note = spawn();
self.tuba_note.owner = self.tuba_note.realowner = self;
self.tuba_note.think = W_Tuba_NoteThink;
self.tuba_note.nextthink = time;
self.tuba_note.spawnshieldtime = time;
- Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
+ Net_LinkEntity(self.tuba_note, false, 0, W_Tuba_NoteSendEntity);
}
self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
}
}
-float w_tuba(float req)
+bool W_Tuba(int req)
{
switch(req)
{
else
self.BUTTON_ATCK2 = 1;
}
-
- return TRUE;
+
+ return true;
}
case WR_THINK:
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
+ if(self.BUTTON_ATCK)
+ if(weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(0);
//weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
- if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
+ if(self.BUTTON_ATCK2)
+ if(weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(HITTYPE_SECONDARY);
//weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
self = oldself;
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- precache_model ("models/weapons/g_tuba.md3");
- precache_model ("models/weapons/v_tuba.md3");
- precache_model ("models/weapons/h_tuba.iqm");
- precache_model ("models/weapons/v_akordeon.md3");
- precache_model ("models/weapons/h_akordeon.iqm");
- precache_model ("models/weapons/v_kleinbottle.md3");
- precache_model ("models/weapons/h_kleinbottle.iqm");
- WEP_SET_PROPS(TUBA_SETTINGS(tuba), WEP_TUBA)
- return TRUE;
+ precache_model("models/weapons/g_tuba.md3");
+ precache_model("models/weapons/v_tuba.md3");
+ precache_model("models/weapons/h_tuba.iqm");
+ precache_model("models/weapons/v_akordeon.md3");
+ precache_model("models/weapons/h_akordeon.iqm");
+ precache_model("models/weapons/v_kleinbottle.md3");
+ precache_model("models/weapons/h_kleinbottle.iqm");
+ TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_SETUP:
{
- self.current_ammo = ammo_none;
+ self.ammo_field = ammo_none;
self.tuba_instrument = 0;
- return TRUE;
+ return true;
}
case WR_RELOAD:
{
self.weaponname = "tuba";
break;
}
- W_SetupShot(self, FALSE, 0, "", 0, 0);
+ W_SetupShot(self, false, 0, "", 0, 0);
pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
self.weaponentity.state = WS_INUSE;
weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
}
-
- return TRUE;
+
+ return true;
}
case WR_CHECKAMMO1:
case WR_CHECKAMMO2:
{
- return TRUE; // tuba has infinite ammo
+ return true; // tuba has infinite ammo
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(TUBA_SETTINGS(tuba))
- return TRUE;
+ TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_TUBA_MURDER;
}
}
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
-float w_tuba(float req)
+bool W_Tuba(int req)
{
// nothing to do here; particles of tuba are handled differently
+ // WEAPONTODO
+
+ switch(req)
+ {
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return false;
+ }
+ }
- return TRUE;
+ return false;
}
#endif
#endif