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Add a networked entity to hold weapon state
[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, .entity weaponentity);
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                                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
99                                 W_ThrowNewWeapon(this.realowner, WEP_PORTO.m_id, 0, this.origin, this.velocity, weaponentity);
100                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
101                         }
102                 }
103         }
104         delete(this);
105 }
106
107 void W_Porto_Remove(entity p)
108 {
109         if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
110         {
111                 W_Porto_Fail(p.porto_current, 1);
112         }
113 }
114
115 void W_Porto_Think(entity this)
116 {
117         trace_plane_normal = '0 0 0';
118         if(this.realowner.playerid != this.playerid)
119                 delete(this);
120         else
121                 W_Porto_Fail(this, 0);
122 }
123
124 void W_Porto_Touch(entity this, entity toucher)
125 {
126         vector norm;
127
128         // do not use PROJECTILE_TOUCH here
129         // FIXME but DO handle warpzones!
130
131         if(toucher.classname == "portal")
132                 return; // handled by the portal
133
134         norm = trace_plane_normal;
135         if(trace_ent.iscreature)
136         {
137                 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * STAT(PL_MIN, NULL).z, MOVE_WORLDONLY, this);
138                 if(trace_fraction >= 1)
139                         return;
140                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
141                         return;
142                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
143                         return;
144         }
145
146         if(this.realowner.playerid != this.playerid)
147         {
148                 sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
149                 delete(this);
150         }
151         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
152         {
153                 spamsound(this, CH_SHOTS, SND(PORTO_BOUNCE), VOL_BASE, ATTEN_NORM);
154                 // just reflect
155                 this.right_vector = this.right_vector - 2 * trace_plane_normal * (this.right_vector * trace_plane_normal);
156                 this.angles = vectoangles(this.velocity - 2 * trace_plane_normal * (this.velocity * trace_plane_normal));
157         }
158         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
159         {
160                 sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
161                 W_Porto_Fail(this, 0);
162                 if(this.cnt < 0)
163                         Portal_ClearAll_PortalsOnly(this.realowner);
164         }
165         else if(this.cnt == 0)
166         {
167                 // in-portal only
168                 if(Portal_SpawnInPortalAtTrace(this.realowner, this.right_vector, this.portal_id))
169                 {
170                         sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
171                         trace_plane_normal = norm;
172                         Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
173                         W_Porto_Success(this);
174                 }
175                 else
176                 {
177                         sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
178                         trace_plane_normal = norm;
179                         W_Porto_Fail(this, 0);
180                 }
181         }
182         else if(this.cnt == 1)
183         {
184                 // out-portal only
185                 if(Portal_SpawnOutPortalAtTrace(this.realowner, this.right_vector, this.portal_id))
186                 {
187                         sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
188                         trace_plane_normal = norm;
189                         Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
190                         W_Porto_Success(this);
191                 }
192                 else
193                 {
194                         sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
195                         trace_plane_normal = norm;
196                         W_Porto_Fail(this, 0);
197                 }
198         }
199         else if(this.effects & EF_RED)
200         {
201                 this.effects += EF_BLUE - EF_RED;
202                 if(Portal_SpawnInPortalAtTrace(this.realowner, this.right_vector, this.portal_id))
203                 {
204                         sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
205                         trace_plane_normal = norm;
206                         Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
207                         this.right_vector = this.right_vector - 2 * trace_plane_normal * (this.right_vector * norm);
208                         this.angles = vectoangles(this.velocity - 2 * trace_plane_normal * (this.velocity * norm));
209                         CSQCProjectile(this, true, PROJECTILE_PORTO_BLUE, true); // change type
210                 }
211                 else
212                 {
213                         sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
214                         trace_plane_normal = norm;
215                         Portal_ClearAll_PortalsOnly(this.realowner);
216                         W_Porto_Fail(this, 0);
217                 }
218         }
219         else
220         {
221                 if(this.realowner.portal_in.portal_id == this.portal_id)
222                 {
223                         if(Portal_SpawnOutPortalAtTrace(this.realowner, this.right_vector, this.portal_id))
224                         {
225                                 sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
226                                 trace_plane_normal = norm;
227                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
228                                 W_Porto_Success(this);
229                         }
230                         else
231                         {
232                                 sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
233                                 Portal_ClearAll_PortalsOnly(this.realowner);
234                                 W_Porto_Fail(this, 0);
235                         }
236                 }
237                 else
238                 {
239                         sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
240                         Portal_ClearAll_PortalsOnly(this.realowner);
241                         W_Porto_Fail(this, 0);
242                 }
243         }
244 }
245
246 void W_Porto_Attack(entity actor, .entity weaponentity, float type)
247 {
248         entity gren;
249
250         W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0);
251         // always shoot from the eye
252         w_shotdir = v_forward;
253         w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
254
255         //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
256
257         gren = new(porto);
258         gren.cnt = type;
259         gren.owner = gren.realowner = actor;
260         gren.playerid = actor.playerid;
261         gren.bot_dodge = true;
262         gren.bot_dodgerating = 200;
263         set_movetype(gren, MOVETYPE_BOUNCEMISSILE);
264         PROJECTILE_MAKETRIGGER(gren);
265         gren.effects = EF_RED;
266         gren.scale = 4;
267         setorigin(gren, w_shotorg);
268         setsize(gren, '0 0 0', '0 0 0');
269
270         gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
271         setthink(gren, W_Porto_Think);
272         settouch(gren, W_Porto_Touch);
273
274         if(actor.items & ITEM_Strength.m_itemid)
275                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
276         else
277                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
278
279         gren.angles = vectoangles(gren.velocity);
280         gren.flags = FL_PROJECTILE;
281         IL_PUSH(g_projectiles, gren);
282         IL_PUSH(g_bot_dodge, gren);
283
284         gren.portal_id = time;
285         actor.porto_current = gren;
286         gren.playerid = actor.playerid;
287         fixedmakevectors(fixedvectoangles(gren.velocity));
288         gren.right_vector = v_right;
289
290         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
291
292         if(type > 0)
293                 CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true);
294         else
295                 CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
296
297         MUTATOR_CALLHOOK(EditProjectile, actor, gren);
298 }
299
300 METHOD(PortoLaunch, wr_aim, void(entity thiswep, entity actor))
301 {
302     PHYS_INPUT_BUTTON_ATCK(actor) = false;
303     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
304     if(!WEP_CVAR(porto, secondary))
305         if(bot_aim(actor, WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
306             PHYS_INPUT_BUTTON_ATCK(actor) = true;
307 }
308 METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
309 {
310     if(WEP_CVAR(porto, secondary))
311     {
312         if(fire & 1)
313         if(!actor.porto_current)
314         if(!actor.porto_forbidden)
315         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
316         {
317             W_Porto_Attack(actor, weaponentity, 0);
318             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
319         }
320
321         if(fire & 2)
322         if(!actor.porto_current)
323         if(!actor.porto_forbidden)
324         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
325         {
326             W_Porto_Attack(actor, weaponentity, 1);
327             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
328         }
329     }
330     else
331     {
332         if(actor.porto_v_angle_held)
333         {
334             if(!(fire & 2))
335             {
336                 actor.porto_v_angle_held = 0;
337
338                 ClientData_Touch(actor);
339             }
340         }
341         else
342         {
343             if(fire & 2)
344             {
345                 actor.porto_v_angle = actor.v_angle;
346                 actor.porto_v_angle_held = 1;
347
348                 ClientData_Touch(actor);
349             }
350         }
351         if(actor.porto_v_angle_held)
352             makevectors(actor.porto_v_angle); // override the previously set angles
353
354         if(fire & 1)
355         if(!actor.porto_current)
356         if(!actor.porto_forbidden)
357         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
358         {
359             W_Porto_Attack(actor, weaponentity, -1);
360             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
361         }
362     }
363 }
364 METHOD(PortoLaunch, wr_checkammo1, bool(entity thiswep, entity this))
365 {
366     // always allow infinite ammo
367     return true;
368 }
369 METHOD(PortoLaunch, wr_checkammo2, bool(entity thiswep, entity this))
370 {
371     // always allow infinite ammo
372     return true;
373 }
374 METHOD(PortoLaunch, wr_setup, void(entity thiswep, entity actor))
375 {
376     actor.ammo_field = ammo_none;
377 }
378 METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep, entity actor))
379 {
380     actor.porto_current = NULL;
381 }
382 #endif
383 #ifdef CSQC
384 METHOD(PortoLaunch, wr_impacteffect, void(entity this, entity actor)) {
385     LOG_WARN("Since when does Porto send DamageInfo?");
386 }
387 #endif
388 #endif