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Fix hagar loading and switching weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / porto.qc
1 #include "porto.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(PortoLaunch, Weapon)
4 /* ammotype  */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none);
5 /* impulse   */ ATTRIB(PortoLaunch, impulse, int, 0);
6 /* flags     */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON);
7 /* rating    */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
8 /* color     */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
9 /* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
14 /* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
15 /* wepimg    */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
16 /* refname   */ ATTRIB(PortoLaunch, netname, string, "porto");
17 /* wepname   */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, animtime, float, BOTH) \
22                 P(class, prefix, lifetime, float, BOTH) \
23                 P(class, prefix, refire, float, BOTH) \
24                 P(class, prefix, secondary, float, NONE) \
25                 P(class, prefix, speed, float, BOTH) \
26         P(class, prefix, switchdelay_drop, float, NONE) \
27                 P(class, prefix, switchdelay_raise, float, NONE) \
28         P(class, prefix, weaponreplace, string,NONE) \
29         P(class, prefix, weaponstartoverride, float, NONE) \
30         P(class, prefix, weaponstart, float, NONE) \
31         P(class, prefix, weaponthrowable, float, NONE) \
32         END()
33     W_PROPS(X, PortoLaunch, porto)
34 #undef X
35 ENDCLASS(PortoLaunch)
36 REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch));
37
38 #ifdef SVQC
39 .entity porto_current;
40 .vector porto_v_angle; // holds "held" view angles
41 .float porto_v_angle_held;
42 .vector right_vector;
43 .float porto_forbidden;
44 #endif
45 #endif
46 #ifdef IMPLEMENTATION
47 #ifdef SVQC
48 #include <common/triggers/trigger/jumppads.qh>
49
50 spawnfunc(weapon_porto) { weapon_defaultspawnfunc(this, WEP_PORTO); }
51
52 REGISTER_MUTATOR(porto_ticker, true);
53 MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
54         FOREACH_CLIENT(IS_PLAYER(it), it.porto_forbidden = max(0, it.porto_forbidden - 1));
55 }
56
57 void W_Porto_Success(entity this)
58 {
59         if(this.realowner == NULL)
60         {
61                 objerror(this, "Cannot succeed successfully: no owner\n");
62                 return;
63         }
64
65         this.realowner.porto_current = NULL;
66         delete(this);
67 }
68
69 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
70 void W_Porto_Fail(entity this, float failhard)
71 {
72         if(this.realowner == NULL)
73         {
74                 objerror(this, "Cannot fail successfully: no owner\n");
75                 return;
76         }
77
78         // no portals here!
79         if(this.cnt < 0)
80         {
81                 Portal_ClearWithID(this.realowner, this.portal_id);
82         }
83
84         this.realowner.porto_current = NULL;
85
86         if(this.cnt < 0 && !failhard && this.realowner.playerid == this.playerid && !IS_DEAD(this.realowner) && !(this.realowner.weapons & WEPSET(PORTO)))
87         {
88                 setsize(this, '-16 -16 0', '16 16 32');
89                 setorigin(this, this.origin + trace_plane_normal);
90                 if(move_out_of_solid(this))
91                 {
92                         this.flags = FL_ITEM;
93                         IL_PUSH(g_items, this);
94                         this.velocity = trigger_push_calculatevelocity(this.origin, this.realowner, 128);
95                         tracetoss(this, this);
96                         if(vdist(trace_endpos - this.realowner.origin, <, 128))
97                         {
98                                 W_ThrowNewWeapon(this.realowner, WEP_PORTO.m_id, 0, this.origin, this.velocity);
99                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
100                         }
101                 }
102         }
103         delete(this);
104 }
105
106 void W_Porto_Remove(entity p)
107 {
108         if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
109         {
110                 W_Porto_Fail(p.porto_current, 1);
111         }
112 }
113
114 void W_Porto_Think(entity this)
115 {
116         trace_plane_normal = '0 0 0';
117         if(this.realowner.playerid != this.playerid)
118                 delete(this);
119         else
120                 W_Porto_Fail(this, 0);
121 }
122
123 void W_Porto_Touch(entity this, entity toucher)
124 {
125         vector norm;
126
127         // do not use PROJECTILE_TOUCH here
128         // FIXME but DO handle warpzones!
129
130         if(toucher.classname == "portal")
131                 return; // handled by the portal
132
133         norm = trace_plane_normal;
134         if(trace_ent.iscreature)
135         {
136                 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * STAT(PL_MIN, NULL).z, MOVE_WORLDONLY, this);
137                 if(trace_fraction >= 1)
138                         return;
139                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
140                         return;
141                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
142                         return;
143         }
144
145         if(this.realowner.playerid != this.playerid)
146         {
147                 sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
148                 delete(this);
149         }
150         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
151         {
152                 spamsound(this, CH_SHOTS, SND(PORTO_BOUNCE), VOL_BASE, ATTEN_NORM);
153                 // just reflect
154                 this.right_vector = this.right_vector - 2 * trace_plane_normal * (this.right_vector * trace_plane_normal);
155                 this.angles = vectoangles(this.velocity - 2 * trace_plane_normal * (this.velocity * trace_plane_normal));
156         }
157         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
158         {
159                 sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
160                 W_Porto_Fail(this, 0);
161                 if(this.cnt < 0)
162                         Portal_ClearAll_PortalsOnly(this.realowner);
163         }
164         else if(this.cnt == 0)
165         {
166                 // in-portal only
167                 if(Portal_SpawnInPortalAtTrace(this.realowner, this.right_vector, this.portal_id))
168                 {
169                         sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
170                         trace_plane_normal = norm;
171                         Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
172                         W_Porto_Success(this);
173                 }
174                 else
175                 {
176                         sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
177                         trace_plane_normal = norm;
178                         W_Porto_Fail(this, 0);
179                 }
180         }
181         else if(this.cnt == 1)
182         {
183                 // out-portal only
184                 if(Portal_SpawnOutPortalAtTrace(this.realowner, this.right_vector, this.portal_id))
185                 {
186                         sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
187                         trace_plane_normal = norm;
188                         Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
189                         W_Porto_Success(this);
190                 }
191                 else
192                 {
193                         sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
194                         trace_plane_normal = norm;
195                         W_Porto_Fail(this, 0);
196                 }
197         }
198         else if(this.effects & EF_RED)
199         {
200                 this.effects += EF_BLUE - EF_RED;
201                 if(Portal_SpawnInPortalAtTrace(this.realowner, this.right_vector, this.portal_id))
202                 {
203                         sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
204                         trace_plane_normal = norm;
205                         Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
206                         this.right_vector = this.right_vector - 2 * trace_plane_normal * (this.right_vector * norm);
207                         this.angles = vectoangles(this.velocity - 2 * trace_plane_normal * (this.velocity * norm));
208                         CSQCProjectile(this, true, PROJECTILE_PORTO_BLUE, true); // change type
209                 }
210                 else
211                 {
212                         sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
213                         trace_plane_normal = norm;
214                         Portal_ClearAll_PortalsOnly(this.realowner);
215                         W_Porto_Fail(this, 0);
216                 }
217         }
218         else
219         {
220                 if(this.realowner.portal_in.portal_id == this.portal_id)
221                 {
222                         if(Portal_SpawnOutPortalAtTrace(this.realowner, this.right_vector, this.portal_id))
223                         {
224                                 sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
225                                 trace_plane_normal = norm;
226                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
227                                 W_Porto_Success(this);
228                         }
229                         else
230                         {
231                                 sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
232                                 Portal_ClearAll_PortalsOnly(this.realowner);
233                                 W_Porto_Fail(this, 0);
234                         }
235                 }
236                 else
237                 {
238                         sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
239                         Portal_ClearAll_PortalsOnly(this.realowner);
240                         W_Porto_Fail(this, 0);
241                 }
242         }
243 }
244
245 void W_Porto_Attack(entity actor, .entity weaponentity, float type)
246 {
247         entity gren;
248
249         W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0);
250         // always shoot from the eye
251         w_shotdir = v_forward;
252         w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
253
254         //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
255
256         gren = new(porto);
257         gren.cnt = type;
258         gren.owner = gren.realowner = actor;
259         gren.playerid = actor.playerid;
260         gren.bot_dodge = true;
261         gren.bot_dodgerating = 200;
262         set_movetype(gren, MOVETYPE_BOUNCEMISSILE);
263         PROJECTILE_MAKETRIGGER(gren);
264         gren.effects = EF_RED;
265         gren.scale = 4;
266         setorigin(gren, w_shotorg);
267         setsize(gren, '0 0 0', '0 0 0');
268
269         gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
270         setthink(gren, W_Porto_Think);
271         settouch(gren, W_Porto_Touch);
272
273         if(actor.items & ITEM_Strength.m_itemid)
274                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
275         else
276                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
277
278         gren.angles = vectoangles(gren.velocity);
279         gren.flags = FL_PROJECTILE;
280         IL_PUSH(g_projectiles, gren);
281         IL_PUSH(g_bot_dodge, gren);
282
283         gren.portal_id = time;
284         actor.porto_current = gren;
285         gren.playerid = actor.playerid;
286         fixedmakevectors(fixedvectoangles(gren.velocity));
287         gren.right_vector = v_right;
288
289         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
290
291         if(type > 0)
292                 CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true);
293         else
294                 CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
295
296         MUTATOR_CALLHOOK(EditProjectile, actor, gren);
297 }
298
299 METHOD(PortoLaunch, wr_aim, void(entity thiswep, entity actor))
300 {
301     PHYS_INPUT_BUTTON_ATCK(actor) = false;
302     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
303     if(!WEP_CVAR(porto, secondary))
304         if(bot_aim(actor, WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
305             PHYS_INPUT_BUTTON_ATCK(actor) = true;
306 }
307 METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
308 {
309     if(WEP_CVAR(porto, secondary))
310     {
311         if(fire & 1)
312         if(!actor.porto_current)
313         if(!actor.porto_forbidden)
314         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
315         {
316             W_Porto_Attack(actor, weaponentity, 0);
317             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
318         }
319
320         if(fire & 2)
321         if(!actor.porto_current)
322         if(!actor.porto_forbidden)
323         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
324         {
325             W_Porto_Attack(actor, weaponentity, 1);
326             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
327         }
328     }
329     else
330     {
331         if(actor.porto_v_angle_held)
332         {
333             if(!(fire & 2))
334             {
335                 actor.porto_v_angle_held = 0;
336
337                 ClientData_Touch(actor);
338             }
339         }
340         else
341         {
342             if(fire & 2)
343             {
344                 actor.porto_v_angle = actor.v_angle;
345                 actor.porto_v_angle_held = 1;
346
347                 ClientData_Touch(actor);
348             }
349         }
350         if(actor.porto_v_angle_held)
351             makevectors(actor.porto_v_angle); // override the previously set angles
352
353         if(fire & 1)
354         if(!actor.porto_current)
355         if(!actor.porto_forbidden)
356         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
357         {
358             W_Porto_Attack(actor, weaponentity, -1);
359             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
360         }
361     }
362 }
363 METHOD(PortoLaunch, wr_checkammo1, bool(entity thiswep, entity this))
364 {
365     // always allow infinite ammo
366     return true;
367 }
368 METHOD(PortoLaunch, wr_checkammo2, bool(entity thiswep, entity this))
369 {
370     // always allow infinite ammo
371     return true;
372 }
373 METHOD(PortoLaunch, wr_setup, void(entity thiswep, entity actor))
374 {
375     actor.ammo_field = ammo_none;
376 }
377 METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep, entity actor))
378 {
379     actor.porto_current = NULL;
380 }
381 #endif
382 #ifdef CSQC
383 METHOD(PortoLaunch, wr_impacteffect, void(entity this, entity actor)) {
384     LOG_WARN("Since when does Porto send DamageInfo?");
385 }
386 #endif
387 #endif