]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/w_porto.qc
Merge branch 'divVerent/ballistic2' 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 /* model    */ "porto" ,
10 /* netname  */ "porto",
11 /* fullname */ _("Port-O-Launch")
12 );
13
14 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
15 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16         w_cvar(id, sn, BOTH, animtime) \
17         w_cvar(id, sn, BOTH, lifetime) \
18         w_cvar(id, sn, BOTH, refire) \
19         w_cvar(id, sn, BOTH, speed) \
20         w_cvar(id, sn, NONE, secondary) \
21         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
22         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
23         w_prop(id, sn, string, weaponreplace, weaponreplace) \
24         w_prop(id, sn, float,  weaponstart, weaponstart) \
25         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
26
27 #ifdef SVQC
28 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
29 .entity porto_current;
30 .vector porto_v_angle; // holds "held" view angles
31 .float porto_v_angle_held;
32 .vector right_vector;
33 #endif
34 #else
35 #ifdef SVQC
36 void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
37
38 void W_Porto_Success (void)
39 {
40         if(self.realowner == world)
41         {
42                 objerror("Cannot succeed successfully: no owner\n");
43                 return;
44         }
45
46         self.realowner.porto_current = world;
47         remove(self);
48 }
49
50 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
51 void W_Porto_Fail (float failhard)
52 {
53         if(self.realowner == world)
54         {
55                 objerror("Cannot fail successfully: no owner\n");
56                 return;
57         }
58
59         // no portals here!
60         if(self.cnt < 0)
61         {
62                 Portal_ClearWithID(self.realowner, self.portal_id);
63         }
64
65         self.realowner.porto_current = world;
66
67         if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
68         {
69                 setsize (self, '-16 -16 0', '16 16 32');
70                 setorigin(self, self.origin + trace_plane_normal);
71                 if(move_out_of_solid(self))
72                 {
73                         self.flags = FL_ITEM;
74                         self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
75                         tracetoss(self, self);
76                         if(vlen(trace_endpos - self.realowner.origin) < 128)
77                         {
78                                 W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
79                                 centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
80                         }
81                 }
82         }
83         remove(self);
84 }
85
86 void W_Porto_Remove (entity p)
87 {
88         if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
89         {
90                 entity oldself;
91                 oldself = self;
92                 self = p.porto_current;
93                 W_Porto_Fail(1);
94                 self = oldself;
95         }
96 }
97
98 void W_Porto_Think (void)
99 {
100         trace_plane_normal = '0 0 0';
101         if(self.realowner.playerid != self.playerid)
102                 remove(self);
103         else
104                 W_Porto_Fail(0);
105 }
106
107 void W_Porto_Touch (void)
108 {
109         vector norm;
110
111         // do not use PROJECTILE_TOUCH here
112         // FIXME but DO handle warpzones!
113
114         if(other.classname == "portal")
115                 return; // handled by the portal
116
117         norm = trace_plane_normal;
118         if(trace_ent.iscreature)
119         {
120                 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self);
121                 if(trace_fraction >= 1)
122                         return;
123                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
124                         return;
125                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
126                         return;
127         }
128
129         if(self.realowner.playerid != self.playerid)
130         {
131                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
132                 remove(self);
133         }
134         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
135         {
136                 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
137                 // just reflect
138                 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
139                 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
140         }
141         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
142         {
143                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
144                 W_Porto_Fail(0);
145                 if(self.cnt < 0)
146                         Portal_ClearAll_PortalsOnly(self.realowner);
147         }
148         else if(self.cnt == 0)
149         {
150                 // in-portal only
151                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
152                 {
153                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
154                         trace_plane_normal = norm;
155                         centerprint(self.realowner, "^1In^7-portal created.");
156                         W_Porto_Success();
157                 }
158                 else
159                 {
160                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
161                         trace_plane_normal = norm;
162                         W_Porto_Fail(0);
163                 }
164         }
165         else if(self.cnt == 1)
166         {
167                 // out-portal only
168                 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
169                 {
170                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
171                         trace_plane_normal = norm;
172                         centerprint(self.realowner, "^4Out^7-portal created.");
173                         W_Porto_Success();
174                 }
175                 else
176                 {
177                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
178                         trace_plane_normal = norm;
179                         W_Porto_Fail(0);
180                 }
181         }
182         else if(self.effects & EF_RED)
183         {
184                 self.effects += EF_BLUE - EF_RED;
185                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
186                 {
187                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
188                         trace_plane_normal = norm;
189                         centerprint(self.realowner, "^1In^7-portal created.");
190                         self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
191                         self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
192                         CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
193                 }
194                 else
195                 {
196                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
197                         trace_plane_normal = norm;
198                         Portal_ClearAll_PortalsOnly(self.realowner);
199                         W_Porto_Fail(0);
200                 }
201         }
202         else
203         {
204                 if(self.realowner.portal_in.portal_id == self.portal_id)
205                 {
206                         if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
207                         {
208                                 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
209                                 trace_plane_normal = norm;
210                                 centerprint(self.realowner, "^4Out^7-portal created.");
211                                 W_Porto_Success();
212                         }
213                         else
214                         {
215                                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
216                                 Portal_ClearAll_PortalsOnly(self.realowner);
217                                 W_Porto_Fail(0);
218                         }
219                 }
220                 else
221                 {
222                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
223                         Portal_ClearAll_PortalsOnly(self.realowner);
224                         W_Porto_Fail(0);
225                 }
226         }
227 }
228
229 void W_Porto_Attack (float type)
230 {
231         entity gren;
232
233         W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
234         // always shoot from the eye
235         w_shotdir = v_forward;
236         w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
237
238         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
239
240         gren = spawn ();
241         gren.cnt = type;
242         gren.owner = gren.realowner = self;
243         gren.playerid = self.playerid;
244         gren.classname = "porto";
245         gren.bot_dodge = TRUE;
246         gren.bot_dodgerating = 200;
247         gren.movetype = MOVETYPE_BOUNCEMISSILE;
248         PROJECTILE_MAKETRIGGER(gren);
249         gren.effects = EF_RED;
250         gren.scale = 4;
251         setorigin(gren, w_shotorg);
252         setsize(gren, '0 0 0', '0 0 0');
253         
254         gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
255         gren.think = W_Porto_Think;
256         gren.touch = W_Porto_Touch;
257         
258         if(self.items & IT_STRENGTH)
259                 W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
260         else
261                 W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
262
263         gren.angles = vectoangles (gren.velocity);
264         gren.flags = FL_PROJECTILE;
265
266         gren.portal_id = time;
267         self.porto_current = gren;
268         gren.playerid = self.playerid;
269         fixedmakevectors(fixedvectoangles(gren.velocity));
270         gren.right_vector = v_right;
271
272         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
273
274         if(type > 0)
275                 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
276         else
277                 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
278
279         other = gren; MUTATOR_CALLHOOK(EditProjectile);
280 }
281
282 float w_nexball_weapon(float req); // WEAPONTODO
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(!WEP_CVAR(porto, secondary))
296                                 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE))
297                                         self.BUTTON_ATCK = TRUE;
298                                         
299                         return TRUE;
300                 }
301                 case WR_CONFIG:
302                 {
303                         PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
304                         return TRUE;
305                 }
306                 case WR_THINK:
307                 {
308                         if(WEP_CVAR(porto, secondary))
309                         {
310                                 if (self.BUTTON_ATCK)
311                                 if (!self.porto_current)
312                                 if (!self.porto_forbidden)
313                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
314                                 {
315                                         W_Porto_Attack(0);
316                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
317                                 }
318
319                                 if (self.BUTTON_ATCK2)
320                                 if (!self.porto_current)
321                                 if (!self.porto_forbidden)
322                                 if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
323                                 {
324                                         W_Porto_Attack(1);
325                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
326                                 }
327                         }
328                         else
329                         {
330                                 if(self.porto_v_angle_held)
331                                 {
332                                         if(!self.BUTTON_ATCK2)
333                                         {
334                                                 self.porto_v_angle_held = 0;
335
336                                                 ClientData_Touch(self);
337                                         }
338                                 }
339                                 else
340                                 {
341                                         if(self.BUTTON_ATCK2)
342                                         {
343                                                 self.porto_v_angle = self.v_angle;
344                                                 self.porto_v_angle_held = 1;
345
346                                                 ClientData_Touch(self);
347                                         }
348                                 }
349                                 if(self.porto_v_angle_held)
350                                         makevectors(self.porto_v_angle); // override the previously set angles
351
352                                 if (self.BUTTON_ATCK)
353                                 if (!self.porto_current)
354                                 if (!self.porto_forbidden)
355                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
356                                 {
357                                         W_Porto_Attack(-1);
358                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
359                                 }
360                         }
361                         
362                         return TRUE;
363                 }
364                 case WR_INIT:
365                 {
366                         precache_model ("models/weapons/g_porto.md3");
367                         precache_model ("models/weapons/v_porto.md3");
368                         precache_model ("models/weapons/h_porto.iqm");
369                         precache_model ("models/portal.md3");
370                         precache_sound ("porto/bounce.wav");
371                         precache_sound ("porto/create.wav");
372                         precache_sound ("porto/expire.wav");
373                         precache_sound ("porto/explode.wav");
374                         precache_sound ("porto/fire.wav");
375                         precache_sound ("porto/unsupported.wav");
376                         PORTO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
377                         return TRUE;
378                 }
379                 case WR_SETUP:
380                 {
381                         self.current_ammo = ammo_none;
382                         return TRUE;
383                 }
384                 case WR_RESETPLAYER:
385                 {
386                         self.porto_current = world;
387                         return TRUE;
388                 }
389         }
390         return TRUE;
391 }
392 #endif
393 #ifdef CSQC
394 float W_Porto(float req)
395 {
396         switch(req)
397         {
398                 case WR_IMPACTEFFECT:
399                 {
400                         print("Since when does Porto send DamageInfo?\n");
401                         return TRUE;
402                 }
403                 case WR_INIT:
404                 {
405                         // nothing to do
406                         return TRUE;
407                 }
408         }
409         return TRUE;
410 }
411 #endif
412 #endif