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Merge branch 'TimePath/soundregistry' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / porto.qc
1 #ifndef IMPLEMENTATION
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         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
31
32 #ifdef SVQC
33 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
34 .entity porto_current;
35 .vector porto_v_angle; // holds "held" view angles
36 .float porto_v_angle_held;
37 .vector right_vector;
38 #endif
39 #endif
40 #ifdef IMPLEMENTATION
41 #ifdef SVQC
42 #include "../../triggers/trigger/jumppads.qh"
43
44 void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
45
46 void W_Porto_Success(void)
47 {SELFPARAM();
48         if(self.realowner == world)
49         {
50                 objerror("Cannot succeed successfully: no owner\n");
51                 return;
52         }
53
54         self.realowner.porto_current = world;
55         remove(self);
56 }
57
58 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
59 void W_Porto_Fail(float failhard)
60 {SELFPARAM();
61         if(self.realowner == world)
62         {
63                 objerror("Cannot fail successfully: no owner\n");
64                 return;
65         }
66
67         // no portals here!
68         if(self.cnt < 0)
69         {
70                 Portal_ClearWithID(self.realowner, self.portal_id);
71         }
72
73         self.realowner.porto_current = world;
74
75         if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
76         {
77                 setsize(self, '-16 -16 0', '16 16 32');
78                 setorigin(self, self.origin + trace_plane_normal);
79                 if(move_out_of_solid(self))
80                 {
81                         self.flags = FL_ITEM;
82                         self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
83                         tracetoss(self, self);
84                         if(vlen(trace_endpos - self.realowner.origin) < 128)
85                         {
86                                 W_ThrowNewWeapon(self.realowner, WEP_PORTO.m_id, 0, self.origin, self.velocity);
87                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
88                         }
89                 }
90         }
91         remove(self);
92 }
93
94 void W_Porto_Remove(entity p)
95 {SELFPARAM();
96         if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
97         {
98                 WITH(entity, self, p.porto_current, W_Porto_Fail(1));
99         }
100 }
101
102 void W_Porto_Think(void)
103 {SELFPARAM();
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 {SELFPARAM();
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, SND_PORTO_UNSUPPORTED, 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, SND(PORTO_BOUNCE), 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, SND_PORTO_UNSUPPORTED, 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, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
158                         trace_plane_normal = norm;
159                         Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
160                         W_Porto_Success();
161                 }
162                 else
163                 {
164                         sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, 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, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
175                         trace_plane_normal = norm;
176                         Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
177                         W_Porto_Success();
178                 }
179                 else
180                 {
181                         sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, 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, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
192                         trace_plane_normal = norm;
193                         Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
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, SND_PORTO_UNSUPPORTED, 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, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
213                                 trace_plane_normal = norm;
214                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
215                                 W_Porto_Success();
216                         }
217                         else
218                         {
219                                 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, 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, SND_PORTO_UNSUPPORTED, 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 {SELFPARAM();
235         entity gren;
236
237         W_SetupShot(self, false, 4, SND(PORTO_FIRE), 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         //Send_Effect(EFFECT_GRENADE_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 & ITEM_Strength.m_itemid)
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         MUTATOR_CALLHOOK(EditProjectile, self, gren);
284 }
285
286 bool w_nexball_weapon(int req); // WEAPONTODO
287 bool W_Porto(int req)
288 {SELFPARAM();
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_CHECKAMMO1:
369                 case WR_CHECKAMMO2:
370                 {
371                         // always allow infinite ammo
372                         return true;
373                 }
374                 case WR_INIT:
375                 {
376                         PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
377                         return true;
378                 }
379                 case WR_SETUP:
380                 {
381                         self.ammo_field = ammo_none;
382                         return true;
383                 }
384                 case WR_RESETPLAYER:
385                 {
386                         self.porto_current = world;
387                         return true;
388                 }
389         }
390         return false;
391 }
392 #endif
393 #ifdef CSQC
394 bool W_Porto(int req)
395 {SELFPARAM();
396         switch(req)
397         {
398                 case WR_IMPACTEFFECT:
399                 {
400                         LOG_INFO("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                 case WR_ZOOMRETICLE:
409                 {
410                         // no weapon specific image for this weapon
411                         return false;
412                 }
413         }
414         return false;
415 }
416 #endif
417 #endif