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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ TUBA,
4 /* function  */ W_Tuba,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 1,
7 /* flags     */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* color     */ '0 1 0',
10 /* modelname */ "tuba",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairtuba",
13 /* wepimg    */ "weapontuba",
14 /* refname   */ "tuba",
15 /* xgettext:no-c-format */
16 /* wepname   */ _("@!#%'n Tuba")
17 );
18
19 #define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
20 #define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21         w_cvar(id, sn, NONE, animtime) \
22         w_cvar(id, sn, NONE, attenuation) \
23         w_cvar(id, sn, NONE, damage) \
24         w_cvar(id, sn, NONE, edgedamage) \
25         w_cvar(id, sn, NONE, fadetime) \
26         w_cvar(id, sn, NONE, force) \
27         w_cvar(id, sn, NONE, pitchstep) \
28         w_cvar(id, sn, NONE, radius) \
29         w_cvar(id, sn, NONE, refire) \
30         w_cvar(id, sn, NONE, volume) \
31         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
32         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
33         w_prop(id, sn, string, weaponreplace, weaponreplace) \
34         w_prop(id, sn, float,  weaponstart, weaponstart) \
35         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
36         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
37
38 #ifdef SVQC
39 TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
40 float W_Tuba_MarkClientOnlyFieldsAsUsed() {
41         // These variables are only used by client/tuba.qc. TODO: move client/tuba.qc code here.
42         return WEP_CVAR(tuba, fadetime) + WEP_CVAR(tuba, pitchstep) + WEP_CVAR(tuba, volume);
43 }
44
45 .entity tuba_note;
46 .float tuba_smoketime;
47 .float tuba_instrument;
48
49 #define MAX_TUBANOTES 32
50 .float tuba_lastnotes_last;
51 .float tuba_lastnotes_cnt; // over
52 .vector tuba_lastnotes[MAX_TUBANOTES];
53 #endif
54 #else
55 #ifdef SVQC
56 void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); }
57
58 float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
59 {
60         float i, j, mmin, mmax, nolength;
61         float n = tokenize_console(melody);
62         if(n > pl.tuba_lastnotes_cnt)
63                 return false;
64         float pitchshift = 0;
65
66         if(instrument >= 0)
67                 if(pl.tuba_instrument != instrument)
68                         return false;
69
70         // verify notes...
71         nolength = false;
72         for(i = 0; i < n; ++i)
73         {
74                 vector v = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
75                 float ai = stof(argv(n - i - 1));
76                 float np = floor(ai);
77                 if(ai == np)
78                         nolength = true;
79                 // n counts the last played notes BACKWARDS
80                 // _x is start
81                 // _y is end
82                 // _z is note pitch
83                 if(ignorepitch && i == 0)
84                 {
85                         pitchshift = np - v.z;
86                 }
87                 else
88                 {
89                         if(v.z + pitchshift != np)
90                                 return false;
91                 }
92         }
93
94         // now we know the right NOTES were played
95         if(!nolength)
96         {
97                 // verify rhythm...
98                 float ti = 0;
99                 if(maxtempo > 0)
100                         mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
101                 else
102                         mmin = 0;
103                 if(mintempo > 0)
104                         mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
105                 else
106                         mmax = 240; // you won't try THAT hard... (tempo 1)
107                 //printf("initial tempo rules: %f %f\n", mmin, mmax);
108
109                 for(i = 0; i < n; ++i)
110                 {
111                         vector vi = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
112                         float ai = stof(argv(n - i - 1));
113                         ti -= 1 / (ai - floor(ai));
114                         float tj = ti;
115                         for(j = i+1; j < n; ++j)
116                         {
117                                 vector vj = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - j + MAX_TUBANOTES) % MAX_TUBANOTES]);
118                                 float aj = stof(argv(n - j - 1));
119                                 tj -= (aj - floor(aj));
120
121                                 // note i should be at m*ti+b
122                                 // note j should be at m*tj+b
123                                 // so:
124                                 // we have a LINE l, so that
125                                 // vi_x <= l(ti) <= vi_y
126                                 // vj_x <= l(tj) <= vj_y
127                                 // what is m?
128
129                                 // vi_x <= vi_y <= vj_x <= vj_y
130                                 // ti <= tj
131                                 //printf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti);
132                                 //printf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj);
133                                 //printf("m1 = %f\n", (vi_x - vj_y) / (ti - tj));
134                                 //printf("m2 = %f\n", (vi_y - vj_x) / (ti - tj));
135                                 mmin = max(mmin, (vi.x - vj.y) / (ti - tj)); // lower bound
136                                 mmax = min(mmax, (vi.y - vj.x) / (ti - tj)); // upper bound
137                         }
138                 }
139
140                 if(mmin > mmax) // rhythm fail
141                         return false;
142         }
143
144         pl.tuba_lastnotes_cnt = 0;
145
146         return true;
147 }
148
149 void W_Tuba_NoteOff(void)
150 {
151         // we have a note:
152         //   on: self.spawnshieldtime
153         //   off: time
154         //   note: self.cnt
155         if(self.owner.tuba_note == self)
156         {
157                 self.owner.tuba_lastnotes_last = (self.owner.tuba_lastnotes_last + 1) % MAX_TUBANOTES;
158                 self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
159                 self.owner.tuba_note = world;
160                 self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
161
162                 string s;
163                 s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
164                 if(s != "")
165                 {
166                         // simulate a server message
167                         switch(self.tuba_instrument)
168                         {
169                                 default:
170                                 case 0: // Tuba
171                                         bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
172                                         break;
173                                 case 1:
174                                         bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
175                                         break;
176                                 case 2:
177                                         bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
178                                         break;
179                         }
180                 }
181         }
182         remove(self);
183 }
184
185 float W_Tuba_GetNote(entity pl, float hittype)
186 {
187         float movestate = 5;
188         if (pl.movement.x < 0)          movestate -= 3;
189         else if (pl.movement.x > 0)     movestate += 3;
190         if (pl.movement.y < 0)          movestate -= 1;
191         else if (pl.movement.y > 0)     movestate += 1;
192
193         float note = 0;
194         switch(movestate)
195         {
196         // layout: originally I wanted
197         //   eb e  e#=f
198         //   B  c  d
199         //   Gb G  G#
200         // but then you only use forward and right key. So to make things more
201         // interesting, I swapped B with e#. Har har har...
202         //   eb e  B
203         // f=e# c  d
204         //   Gb G  G#
205                 case 1: note = -6; break; // Gb
206                 case 2: note = -5; break; // G
207                 case 3: note = -4; break; // G#
208                 case 4: note = +5; break; // e#
209                 default:
210                 case 5: note =  0; break; // c
211                 case 6: note = +2; break; // d
212                 case 7: note = +3; break; // eb
213                 case 8: note = +4; break; // e
214                 case 9: note = -1; break; // B
215         }
216         if(pl.BUTTON_CROUCH)
217                 note -= 12;
218         if(pl.BUTTON_JUMP)
219                 note += 12;
220         if(hittype & HITTYPE_SECONDARY)
221                 note += 7;
222
223         // we support two kinds of tubas, those tuned in Eb and those tuned in C
224         // kind of tuba currently is player slot number, or team number if in
225         // teamplay
226         // that way, holes in the range of notes are "plugged"
227         if(teamplay)
228         {
229                 if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
230                         note += 3;
231         }
232         else
233         {
234                 if(pl.clientcolors & 1)
235                         note += 3;
236         }
237
238         // total range of notes:
239         //                       0
240         //                 ***  ** ****
241         //                        ***  ** ****
242         //     ***  ** ****
243         //            ***  ** ****
244         //     ***  ********************* ****
245         //     -18.........................+12
246         //        ***  ********************* ****
247         //     -18............................+15
248         //     with jump: ... +24
249         //     ... +27
250         return note;
251 }
252
253 float W_Tuba_NoteSendEntity(entity to, float sf)
254 {
255         float f;
256
257         msg_entity = to;
258         if(!sound_allowed(MSG_ONE, self.realowner))
259                 return false;
260
261         WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
262         WriteByte(MSG_ENTITY, sf);
263         if(sf & 1)
264         {
265                 WriteChar(MSG_ENTITY, self.cnt);
266                 f = 0;
267                 if(self.realowner != to)
268                         f |= 1;
269                 f |= 2 * self.tuba_instrument;
270                 WriteByte(MSG_ENTITY, f);
271         }
272         if(sf & 2)
273         {
274                 WriteCoord(MSG_ENTITY, self.origin.x);
275                 WriteCoord(MSG_ENTITY, self.origin.y);
276                 WriteCoord(MSG_ENTITY, self.origin.z);
277         }
278         return true;
279 }
280
281 void W_Tuba_NoteThink(void)
282 {
283         float dist_mult;
284         float vol0, vol1;
285         vector dir0, dir1;
286         vector v;
287         entity e;
288         if(time > self.teleport_time)
289         {
290                 W_Tuba_NoteOff();
291                 return;
292         }
293         self.nextthink = time;
294         dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
295         FOR_EACH_REALCLIENT(e)
296         if(e != self.realowner)
297         {
298                 v = self.origin - (e.origin + e.view_ofs);
299                 vol0 = max(0, 1 - vlen(v) * dist_mult);
300                 dir0 = normalize(v);
301                 v = self.realowner.origin - (e.origin + e.view_ofs);
302                 vol1 = max(0, 1 - vlen(v) * dist_mult);
303                 dir1 = normalize(v);
304                 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
305                 {
306                         setorigin(self, self.realowner.origin);
307                         self.SendFlags |= 2;
308                         break;
309                 }
310                 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
311                 {
312                         setorigin(self, self.realowner.origin);
313                         self.SendFlags |= 2;
314                         break;
315                 }
316         }
317 }
318
319 void W_Tuba_NoteOn(float hittype)
320 {
321         vector o;
322         float n;
323
324         W_SetupShot(self, false, 2, "", 0, WEP_CVAR(tuba, damage));
325
326         n = W_Tuba_GetNote(self, hittype);
327
328         hittype = 0;
329         if(self.tuba_instrument & 1)
330                 hittype |= HITTYPE_SECONDARY;
331         if(self.tuba_instrument & 2)
332                 hittype |= HITTYPE_BOUNCE;
333
334         if(self.tuba_note)
335         {
336                 if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
337                 {
338                         entity oldself = self;
339                         self = self.tuba_note;
340                         W_Tuba_NoteOff();
341                         self = oldself;
342                 }
343         }
344
345         if(!self.tuba_note)
346         {
347                 self.tuba_note = spawn();
348                 self.tuba_note.owner = self.tuba_note.realowner = self;
349                 self.tuba_note.cnt = n;
350                 self.tuba_note.tuba_instrument = self.tuba_instrument;
351                 self.tuba_note.think = W_Tuba_NoteThink;
352                 self.tuba_note.nextthink = time;
353                 self.tuba_note.spawnshieldtime = time;
354                 Net_LinkEntity(self.tuba_note, false, 0, W_Tuba_NoteSendEntity);
355         }
356
357         self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
358
359         //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
360         RadiusDamage(self, self, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), world, world, WEP_CVAR(tuba, force), hittype | WEP_TUBA, world);
361
362         o = gettaginfo(self.exteriorweaponentity, 0);
363         if(time > self.tuba_smoketime)
364         {
365                 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
366                 self.tuba_smoketime = time + 0.25;
367         }
368 }
369
370 float W_Tuba(float req)
371 {
372         switch(req)
373         {
374                 case WR_AIM:
375                 {
376                         // bots cannot play the Tuba well yet
377                         // I think they should start with the recorder first
378                         if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
379                         {
380                                 if(random() > 0.5)
381                                         self.BUTTON_ATCK = 1;
382                                 else
383                                         self.BUTTON_ATCK2 = 1;
384                         }
385
386                         return true;
387                 }
388                 case WR_THINK:
389                 {
390                         if(self.BUTTON_ATCK)
391                         if(weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
392                         {
393                                 W_Tuba_NoteOn(0);
394                                 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
395                                 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
396                         }
397                         if(self.BUTTON_ATCK2)
398                         if(weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
399                         {
400                                 W_Tuba_NoteOn(HITTYPE_SECONDARY);
401                                 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
402                                 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
403                         }
404                         if(self.tuba_note)
405                         {
406                                 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
407                                 {
408                                         entity oldself = self;
409                                         self = self.tuba_note;
410                                         W_Tuba_NoteOff();
411                                         self = oldself;
412                                 }
413                         }
414
415                         return true;
416                 }
417                 case WR_INIT:
418                 {
419                         precache_model("models/weapons/g_tuba.md3");
420                         precache_model("models/weapons/v_tuba.md3");
421                         precache_model("models/weapons/h_tuba.iqm");
422                         precache_model("models/weapons/v_akordeon.md3");
423                         precache_model("models/weapons/h_akordeon.iqm");
424                         precache_model("models/weapons/v_kleinbottle.md3");
425                         precache_model("models/weapons/h_kleinbottle.iqm");
426                         TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
427                         return true;
428                 }
429                 case WR_SETUP:
430                 {
431                         self.ammo_field = ammo_none;
432                         self.tuba_instrument = 0;
433                         return true;
434                 }
435                 case WR_RELOAD:
436                 {
437                         // switch to alternate instruments :)
438                         if(self.weaponentity.state == WS_READY)
439                         {
440                                 switch(self.tuba_instrument)
441                                 {
442                                         case 0:
443                                                 self.tuba_instrument = 1;
444                                                 self.weaponname = "akordeon";
445                                                 break;
446                                         case 1:
447                                                 self.tuba_instrument = 2;
448                                                 self.weaponname = "kleinbottle";
449                                                 break;
450                                         case 2:
451                                                 self.tuba_instrument = 0;
452                                                 self.weaponname = "tuba";
453                                                 break;
454                                 }
455                                 W_SetupShot(self, false, 0, "", 0, 0);
456                                 pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
457                                 self.weaponentity.state = WS_INUSE;
458                                 weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
459                         }
460
461                         return true;
462                 }
463                 case WR_CHECKAMMO1:
464                 case WR_CHECKAMMO2:
465                 {
466                         return true; // tuba has infinite ammo
467                 }
468                 case WR_CONFIG:
469                 {
470                         TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
471                         return true;
472                 }
473                 case WR_SUICIDEMESSAGE:
474                 {
475                         if(w_deathtype & HITTYPE_BOUNCE)
476                                 return WEAPON_KLEINBOTTLE_SUICIDE;
477                         else if(w_deathtype & HITTYPE_SECONDARY)
478                                 return WEAPON_ACCORDEON_SUICIDE;
479                         else
480                                 return WEAPON_TUBA_SUICIDE;
481                 }
482                 case WR_KILLMESSAGE:
483                 {
484                         if(w_deathtype & HITTYPE_BOUNCE)
485                                 return WEAPON_KLEINBOTTLE_MURDER;
486                         else if(w_deathtype & HITTYPE_SECONDARY)
487                                 return WEAPON_ACCORDEON_MURDER;
488                         else
489                                 return WEAPON_TUBA_MURDER;
490                 }
491         }
492         return false;
493 }
494 #endif
495 #ifdef CSQC
496 float W_Tuba(float req)
497 {
498         // nothing to do here; particles of tuba are handled differently
499         // WEAPONTODO
500
501         switch(req)
502         {
503                 case WR_ZOOMRETICLE:
504                 {
505                         // no weapon specific image for this weapon
506                         return false;
507                 }
508         }
509
510         return false;
511 }
512 #endif
513 #endif