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