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