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