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Merge branch 'master' into Mario/vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_porto.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ PORTO,
4 /* function  */ W_Porto,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 0,
7 /* flags     */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
8 /* rating    */ 0,
9 /* color     */ '0.5 0.5 0.5',
10 /* modelname */ "porto",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairporto 0.6",
13 /* wepimg    */ "weaponporto",
14 /* refname   */ "porto",
15 /* wepname   */ _("Port-O-Launch")
16 );
17
18 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
19 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, BOTH, animtime) \
21         w_cvar(id, sn, BOTH, lifetime) \
22         w_cvar(id, sn, BOTH, refire) \
23         w_cvar(id, sn, BOTH, speed) \
24         w_cvar(id, sn, NONE, secondary) \
25         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
26         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
27         w_prop(id, sn, string, weaponreplace, weaponreplace) \
28         w_prop(id, sn, float,  weaponstart, weaponstart) \
29         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
30         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
31
32 #ifdef SVQC
33 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
34 .entity porto_current;
35 .vector porto_v_angle; // holds "held" view angles
36 .float porto_v_angle_held;
37 .vector right_vector;
38 #endif
39 #endif
40 #ifdef IMPLEMENTATION
41 #ifdef SVQC
42 #include "../triggers/trigger/jumppads.qh"
43
44 void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
45
46 void W_Porto_Success(void)
47 {
48         if(self.realowner == world)
49         {
50                 objerror("Cannot succeed successfully: no owner\n");
51                 return;
52         }
53
54         self.realowner.porto_current = world;
55         remove(self);
56 }
57
58 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
59 void W_Porto_Fail(float failhard)
60 {
61         if(self.realowner == world)
62         {
63                 objerror("Cannot fail successfully: no owner\n");
64                 return;
65         }
66
67         // no portals here!
68         if(self.cnt < 0)
69         {
70                 Portal_ClearWithID(self.realowner, self.portal_id);
71         }
72
73         self.realowner.porto_current = world;
74
75         if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
76         {
77                 setsize(self, '-16 -16 0', '16 16 32');
78                 setorigin(self, self.origin + trace_plane_normal);
79                 if(move_out_of_solid(self))
80                 {
81                         self.flags = FL_ITEM;
82                         self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
83                         tracetoss(self, self);
84                         if(vlen(trace_endpos - self.realowner.origin) < 128)
85                         {
86                                 W_ThrowNewWeapon(self.realowner, WEP_PORTO.m_id, 0, self.origin, self.velocity);
87                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
88                         }
89                 }
90         }
91         remove(self);
92 }
93
94 void W_Porto_Remove(entity p)
95 {
96         if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
97         {
98                 entity oldself;
99                 oldself = self;
100                 self = p.porto_current;
101                 W_Porto_Fail(1);
102                 self = oldself;
103         }
104 }
105
106 void W_Porto_Think(void)
107 {
108         trace_plane_normal = '0 0 0';
109         if(self.realowner.playerid != self.playerid)
110                 remove(self);
111         else
112                 W_Porto_Fail(0);
113 }
114
115 void W_Porto_Touch(void)
116 {
117         vector norm;
118
119         // do not use PROJECTILE_TOUCH here
120         // FIXME but DO handle warpzones!
121
122         if(other.classname == "portal")
123                 return; // handled by the portal
124
125         norm = trace_plane_normal;
126         if(trace_ent.iscreature)
127         {
128                 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN.z, MOVE_WORLDONLY, self);
129                 if(trace_fraction >= 1)
130                         return;
131                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
132                         return;
133                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
134                         return;
135         }
136
137         if(self.realowner.playerid != self.playerid)
138         {
139                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
140                 remove(self);
141         }
142         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
143         {
144                 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
145                 // just reflect
146                 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
147                 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
148         }
149         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
150         {
151                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
152                 W_Porto_Fail(0);
153                 if(self.cnt < 0)
154                         Portal_ClearAll_PortalsOnly(self.realowner);
155         }
156         else if(self.cnt == 0)
157         {
158                 // in-portal only
159                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
160                 {
161                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
162                         trace_plane_normal = norm;
163                         Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
164                         W_Porto_Success();
165                 }
166                 else
167                 {
168                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
169                         trace_plane_normal = norm;
170                         W_Porto_Fail(0);
171                 }
172         }
173         else if(self.cnt == 1)
174         {
175                 // out-portal only
176                 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
177                 {
178                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
179                         trace_plane_normal = norm;
180                         Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
181                         W_Porto_Success();
182                 }
183                 else
184                 {
185                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
186                         trace_plane_normal = norm;
187                         W_Porto_Fail(0);
188                 }
189         }
190         else if(self.effects & EF_RED)
191         {
192                 self.effects += EF_BLUE - EF_RED;
193                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
194                 {
195                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
196                         trace_plane_normal = norm;
197                         Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
198                         self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
199                         self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
200                         CSQCProjectile(self, true, PROJECTILE_PORTO_BLUE, true); // change type
201                 }
202                 else
203                 {
204                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
205                         trace_plane_normal = norm;
206                         Portal_ClearAll_PortalsOnly(self.realowner);
207                         W_Porto_Fail(0);
208                 }
209         }
210         else
211         {
212                 if(self.realowner.portal_in.portal_id == self.portal_id)
213                 {
214                         if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
215                         {
216                                 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
217                                 trace_plane_normal = norm;
218                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
219                                 W_Porto_Success();
220                         }
221                         else
222                         {
223                                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
224                                 Portal_ClearAll_PortalsOnly(self.realowner);
225                                 W_Porto_Fail(0);
226                         }
227                 }
228                 else
229                 {
230                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
231                         Portal_ClearAll_PortalsOnly(self.realowner);
232                         W_Porto_Fail(0);
233                 }
234         }
235 }
236
237 void W_Porto_Attack(float type)
238 {
239         entity gren;
240
241         W_SetupShot(self, false, 4, "porto/fire.wav", CH_WEAPON_A, 0);
242         // always shoot from the eye
243         w_shotdir = v_forward;
244         w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
245
246         //Send_Effect("grenadelauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
247
248         gren = spawn();
249         gren.cnt = type;
250         gren.owner = gren.realowner = self;
251         gren.playerid = self.playerid;
252         gren.classname = "porto";
253         gren.bot_dodge = true;
254         gren.bot_dodgerating = 200;
255         gren.movetype = MOVETYPE_BOUNCEMISSILE;
256         PROJECTILE_MAKETRIGGER(gren);
257         gren.effects = EF_RED;
258         gren.scale = 4;
259         setorigin(gren, w_shotorg);
260         setsize(gren, '0 0 0', '0 0 0');
261
262         gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
263         gren.think = W_Porto_Think;
264         gren.touch = W_Porto_Touch;
265
266         if(self.items & ITEM_Strength.m_itemid)
267                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
268         else
269                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
270
271         gren.angles = vectoangles(gren.velocity);
272         gren.flags = FL_PROJECTILE;
273
274         gren.portal_id = time;
275         self.porto_current = gren;
276         gren.playerid = self.playerid;
277         fixedmakevectors(fixedvectoangles(gren.velocity));
278         gren.right_vector = v_right;
279
280         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
281
282         if(type > 0)
283                 CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true);
284         else
285                 CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
286
287         MUTATOR_CALLHOOK(EditProjectile, self, gren);
288 }
289
290 bool w_nexball_weapon(int req); // WEAPONTODO
291 bool W_Porto(int req)
292 {
293         //vector v_angle_save;
294
295         if(g_nexball) { return w_nexball_weapon(req); }
296
297         switch(req)
298         {
299                 case WR_AIM:
300                 {
301                         self.BUTTON_ATCK = false;
302                         self.BUTTON_ATCK2 = false;
303                         if(!WEP_CVAR(porto, secondary))
304                                 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
305                                         self.BUTTON_ATCK = true;
306
307                         return true;
308                 }
309                 case WR_CONFIG:
310                 {
311                         PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
312                         return true;
313                 }
314                 case WR_THINK:
315                 {
316                         if(WEP_CVAR(porto, secondary))
317                         {
318                                 if(self.BUTTON_ATCK)
319                                 if(!self.porto_current)
320                                 if(!self.porto_forbidden)
321                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
322                                 {
323                                         W_Porto_Attack(0);
324                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
325                                 }
326
327                                 if(self.BUTTON_ATCK2)
328                                 if(!self.porto_current)
329                                 if(!self.porto_forbidden)
330                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
331                                 {
332                                         W_Porto_Attack(1);
333                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
334                                 }
335                         }
336                         else
337                         {
338                                 if(self.porto_v_angle_held)
339                                 {
340                                         if(!self.BUTTON_ATCK2)
341                                         {
342                                                 self.porto_v_angle_held = 0;
343
344                                                 ClientData_Touch(self);
345                                         }
346                                 }
347                                 else
348                                 {
349                                         if(self.BUTTON_ATCK2)
350                                         {
351                                                 self.porto_v_angle = self.v_angle;
352                                                 self.porto_v_angle_held = 1;
353
354                                                 ClientData_Touch(self);
355                                         }
356                                 }
357                                 if(self.porto_v_angle_held)
358                                         makevectors(self.porto_v_angle); // override the previously set angles
359
360                                 if(self.BUTTON_ATCK)
361                                 if(!self.porto_current)
362                                 if(!self.porto_forbidden)
363                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
364                                 {
365                                         W_Porto_Attack(-1);
366                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
367                                 }
368                         }
369
370                         return true;
371                 }
372                 case WR_INIT:
373                 {
374                         precache_model("models/weapons/g_porto.md3");
375                         precache_model("models/weapons/v_porto.md3");
376                         precache_model("models/weapons/h_porto.iqm");
377                         precache_model("models/portal.md3");
378                         precache_sound("porto/bounce.wav");
379                         precache_sound("porto/create.wav");
380                         precache_sound("porto/expire.wav");
381                         precache_sound("porto/explode.wav");
382                         precache_sound("porto/fire.wav");
383                         precache_sound("porto/unsupported.wav");
384                         PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
385                         return true;
386                 }
387                 case WR_SETUP:
388                 {
389                         self.ammo_field = ammo_none;
390                         return true;
391                 }
392                 case WR_RESETPLAYER:
393                 {
394                         self.porto_current = world;
395                         return true;
396                 }
397         }
398         return false;
399 }
400 #endif
401 #ifdef CSQC
402 bool W_Porto(int req)
403 {
404         switch(req)
405         {
406                 case WR_IMPACTEFFECT:
407                 {
408                         print("Since when does Porto send DamageInfo?\n");
409                         return true;
410                 }
411                 case WR_INIT:
412                 {
413                         // nothing to do
414                         return true;
415                 }
416                 case WR_ZOOMRETICLE:
417                 {
418                         // no weapon specific image for this weapon
419                         return false;
420                 }
421         }
422         return false;
423 }
424 #endif
425 #endif