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1 #include "tuba.qh"
2
3 #ifdef SVQC
4
5 .entity tuba_note;
6 .float tuba_smoketime;
7
8 #define MAX_TUBANOTES 32
9 .float tuba_lastnotes_last;
10 .float tuba_lastnotes_cnt; // over
11 .vector tuba_lastnotes[MAX_TUBANOTES];
12
13 bool W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
14 {
15         float i, j, mmin, mmax, nolength;
16         float n = tokenize_console(melody);
17         if(n > pl.(weaponentity).tuba_lastnotes_cnt)
18                 return false;
19         float pitchshift = 0;
20
21         if(instrument >= 0)
22                 if(pl.(weaponentity).tuba_instrument != instrument)
23                         return false;
24
25         // verify notes...
26         nolength = false;
27         for(i = 0; i < n; ++i)
28         {
29                 vector v = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
30                 float ai = stof(argv(n - i - 1));
31                 float np = floor(ai);
32                 if(ai == np)
33                         nolength = true;
34                 // n counts the last played notes BACKWARDS
35                 // _x is start
36                 // _y is end
37                 // _z is note pitch
38                 if(ignorepitch && i == 0)
39                 {
40                         pitchshift = np - v.z;
41                 }
42                 else
43                 {
44                         if(v.z + pitchshift != np)
45                                 return false;
46                 }
47         }
48
49         // now we know the right NOTES were played
50         if(!nolength)
51         {
52                 // verify rhythm...
53                 float ti = 0;
54                 if(maxtempo > 0)
55                         mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
56                 else
57                         mmin = 0;
58                 if(mintempo > 0)
59                         mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
60                 else
61                         mmax = 240; // you won't try THAT hard... (tempo 1)
62                 //printf("initial tempo rules: %f %f\n", mmin, mmax);
63
64                 for(i = 0; i < n; ++i)
65                 {
66                         vector vi = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
67                         float ai = stof(argv(n - i - 1));
68                         ti -= 1 / (ai - floor(ai));
69                         float tj = ti;
70                         for(j = i+1; j < n; ++j)
71                         {
72                                 vector vj = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - j + MAX_TUBANOTES) % MAX_TUBANOTES]);
73                                 float aj = stof(argv(n - j - 1));
74                                 tj -= (aj - floor(aj));
75
76                                 // note i should be at m*ti+b
77                                 // note j should be at m*tj+b
78                                 // so:
79                                 // we have a LINE l, so that
80                                 // vi_x <= l(ti) <= vi_y
81                                 // vj_x <= l(tj) <= vj_y
82                                 // what is m?
83
84                                 // vi_x <= vi_y <= vj_x <= vj_y
85                                 // ti <= tj
86                                 //printf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti);
87                                 //printf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj);
88                                 //printf("m1 = %f\n", (vi_x - vj_y) / (ti - tj));
89                                 //printf("m2 = %f\n", (vi_y - vj_x) / (ti - tj));
90                                 mmin = max(mmin, (vi.x - vj.y) / (ti - tj)); // lower bound
91                                 mmax = min(mmax, (vi.y - vj.x) / (ti - tj)); // upper bound
92                         }
93                 }
94
95                 if(mmin > mmax) // rhythm fail
96                         return false;
97         }
98
99         pl.(weaponentity).tuba_lastnotes_cnt = 0;
100
101         return true;
102 }
103
104 void W_Tuba_NoteOff(entity this)
105 {
106         entity actor = this.owner;
107         // we have a note:
108         //   on: this.spawnshieldtime
109         //   off: time
110         //   note: this.cnt
111         .entity weaponentity = this.weaponentity_fld;
112         if (actor.(weaponentity).tuba_note == this)
113         {
114                 actor.(weaponentity).tuba_lastnotes_last = (actor.(weaponentity).tuba_lastnotes_last + 1) % MAX_TUBANOTES;
115                 actor.(weaponentity).(tuba_lastnotes[actor.(weaponentity).tuba_lastnotes_last]) = vec3(this.spawnshieldtime, time, this.cnt);
116                 actor.(weaponentity).tuba_note = NULL;
117                 actor.(weaponentity).tuba_lastnotes_cnt = bound(0, actor.(weaponentity).tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
118
119                 string s = trigger_magicear_processmessage_forallears(actor, 0, NULL, string_null);
120                 if (s != "")
121                 {
122                         // simulate a server message
123                         switch (this.tuba_instrument)
124                         {
125                                 default:
126                                 case 0: // Tuba
127                                         bprint(strcat("\{1}\{13}* ^3", actor.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
128                                         break;
129                                 case 1:
130                                         bprint(strcat("\{1}\{13}* ^3", actor.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
131                                         break;
132                                 case 2:
133                                         bprint(strcat("\{1}\{13}* ^3", actor.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
134                                         break;
135                         }
136                 }
137         }
138         delete(this);
139 }
140
141 int W_Tuba_GetNote(entity pl, int hittype)
142 {
143         float movestate = 5;
144         if (CS(pl).movement.x < 0)              movestate -= 3;
145         else if (CS(pl).movement.x > 0) movestate += 3;
146         if (CS(pl).movement.y < 0)              movestate -= 1;
147         else if (CS(pl).movement.y > 0) movestate += 1;
148
149         int note = 0;
150         switch (movestate)
151         {
152         // layout: originally I wanted
153         //   eb e  e#=f
154         //   B  c  d
155         //   Gb G  G#
156         // but then you only use forward and right key. So to make things more
157         // interesting, I swapped B with e#. Har har har...
158         //   eb e  B
159         // f=e# c  d
160         //   Gb G  G#
161                 case 1: note = -6; break; // Gb
162                 case 2: note = -5; break; // G
163                 case 3: note = -4; break; // G#
164                 case 4: note = +5; break; // e#
165                 default:
166                 case 5: note =  0; break; // c
167                 case 6: note = +2; break; // d
168                 case 7: note = +3; break; // eb
169                 case 8: note = +4; break; // e
170                 case 9: note = -1; break; // B
171         }
172         if(PHYS_INPUT_BUTTON_CROUCH(pl))
173                 note -= 12;
174         if(PHYS_INPUT_BUTTON_JUMP(pl))
175                 note += 12;
176         if(hittype & HITTYPE_SECONDARY)
177                 note += 7;
178
179         // we support two kinds of tubas, those tuned in Eb and those tuned in C
180         // kind of tuba currently is player slot number, or team number if in
181         // teamplay
182         // that way, holes in the range of notes are "plugged"
183         if(teamplay)
184         {
185                 if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
186                         note += 3;
187         }
188         else
189         {
190                 if(pl.clientcolors & 1)
191                         note += 3;
192         }
193
194         // total range of notes:
195         //                       0
196         //                 ***  ** ****
197         //                        ***  ** ****
198         //     ***  ** ****
199         //            ***  ** ****
200         //     ***  ********************* ****
201         //     -18.........................+12
202         //        ***  ********************* ****
203         //     -18............................+15
204         //     with jump: ... +24
205         //     ... +27
206         return note;
207 }
208
209 bool W_Tuba_NoteSendEntity(entity this, entity to, int sf)
210 {
211         msg_entity = to;
212         if (!sound_allowed(MSG_ONE, this.realowner)) return false;
213
214         WriteHeader(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
215         WriteByte(MSG_ENTITY, sf);
216         if (sf & 1)
217         {
218                 WriteChar(MSG_ENTITY, this.cnt);
219                 int f = 0;
220                 f |= 1 * (this.realowner != to);
221                 f |= 2 * this.tuba_instrument;
222                 WriteByte(MSG_ENTITY, f);
223         }
224         if (sf & 2)
225         {
226                 WriteVector(MSG_ENTITY, this.origin);
227         }
228         return true;
229 }
230
231 void W_Tuba_NoteThink(entity this)
232 {
233         float dist_mult;
234         float vol0, vol1;
235         vector dir0, dir1;
236         vector v;
237         if(time > this.teleport_time)
238         {
239                 W_Tuba_NoteOff(this);
240                 return;
241         }
242         this.nextthink = time;
243         dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
244         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this.realowner, {
245                 v = this.origin - (it.origin + it.view_ofs);
246                 vol0 = max(0, 1 - vlen(v) * dist_mult);
247                 dir0 = normalize(v);
248                 v = this.realowner.origin - (it.origin + it.view_ofs);
249                 vol1 = max(0, 1 - vlen(v) * dist_mult);
250                 dir1 = normalize(v);
251                 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
252                 {
253                         setorigin(this, this.realowner.origin);
254                         this.SendFlags |= 2;
255                         break;
256                 }
257                 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
258                 {
259                         setorigin(this, this.realowner.origin);
260                         this.SendFlags |= 2;
261                         break;
262                 }
263         });
264 }
265
266 void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype)
267 {
268         vector o;
269         float n = W_Tuba_GetNote(actor, hittype);
270
271         hittype = 0;
272         if(actor.(weaponentity).tuba_instrument & 1)
273                 hittype |= HITTYPE_SECONDARY;
274         if(actor.(weaponentity).tuba_instrument & 2)
275                 hittype |= HITTYPE_BOUNCE;
276
277         W_SetupShot(actor, weaponentity, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage), hittype | WEP_TUBA.m_id);
278
279         if(actor.(weaponentity).tuba_note)
280         {
281                 if(actor.(weaponentity).tuba_note.cnt != n || actor.(weaponentity).tuba_note.tuba_instrument != actor.(weaponentity).tuba_instrument)
282                 {
283                         W_Tuba_NoteOff(actor.(weaponentity).tuba_note);
284                 }
285         }
286
287         if(!actor.(weaponentity).tuba_note)
288         {
289                 entity note = new(tuba_note);
290                 note.weaponentity_fld = weaponentity;
291                 actor.(weaponentity).tuba_note = note;
292                 note.owner = note.realowner = actor;
293                 note.cnt = n;
294                 note.tuba_instrument = actor.(weaponentity).tuba_instrument;
295                 setthink(note, W_Tuba_NoteThink);
296                 note.nextthink = time;
297                 note.spawnshieldtime = time;
298                 Net_LinkEntity(note, false, 0, W_Tuba_NoteSendEntity);
299         }
300
301         actor.(weaponentity).tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(actor); // so it can get prolonged safely
302
303         //sound(actor, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
304         RadiusDamage(actor, actor, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), NULL, NULL, WEP_CVAR(tuba, force), hittype | WEP_TUBA.m_id, weaponentity, NULL);
305
306         o = gettaginfo(actor.exteriorweaponentity, 0);
307         if(time > actor.(weaponentity).tuba_smoketime)
308         {
309                 Send_Effect(EFFECT_SMOKE_RING, o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
310                 actor.(weaponentity).tuba_smoketime = time + 0.25;
311         }
312 }
313 #endif
314
315 #ifdef SVQC
316 METHOD(Tuba, wr_aim, void(Tuba this, entity actor, .entity weaponentity))
317 {
318         // bots cannot play the Tuba well yet
319         // I think they should start with the recorder first
320         if (vdist((actor.origin - actor.enemy.origin), <, WEP_CVAR(tuba, radius)))
321         {
322                 if (random() > 0.5)
323                         PHYS_INPUT_BUTTON_ATCK(actor) = true;
324                 else
325                         PHYS_INPUT_BUTTON_ATCK2(actor) = true;
326         }
327 }
328
329 METHOD(Tuba, wr_think, void(Tuba this, entity actor, .entity weaponentity, int fire))
330 {
331         if (fire & 1)
332         if (weapon_prepareattack(this, actor, weaponentity, false, WEP_CVAR(tuba, refire)))
333         {
334                 W_Tuba_NoteOn(actor, weaponentity, 0);
335                 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
336         }
337         if (fire & 2)
338         if (weapon_prepareattack(this, actor, weaponentity, true, WEP_CVAR(tuba, refire)))
339         {
340                 W_Tuba_NoteOn(actor, weaponentity, HITTYPE_SECONDARY);
341                 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
342         }
343         if (actor.(weaponentity).tuba_note)
344         {
345                 if (!(fire & 1) && !(fire & 2))
346                 {
347                         W_Tuba_NoteOff(actor.(weaponentity).tuba_note);
348                 }
349         }
350 }
351
352 METHOD(Tuba, wr_setup, void(Tuba this, entity actor, .entity weaponentity))
353 {
354         actor.(weaponentity).tuba_instrument = 0;
355 }
356
357 METHOD(Tuba, wr_reload, void(Tuba this, entity actor, .entity weaponentity))
358 {
359         // switch to alternate instruments :)
360         if (actor.(weaponentity).state == WS_READY)
361         {
362                 switch (actor.(weaponentity).tuba_instrument)
363                 {
364                         case 0:
365                                 actor.(weaponentity).tuba_instrument = 1;
366                                 actor.(weaponentity).weaponname = "akordeon";
367                                 break;
368                         case 1:
369                                 actor.(weaponentity).tuba_instrument = 2;
370                                 actor.(weaponentity).weaponname = "kleinbottle";
371                                 break;
372                         case 2:
373                                 actor.(weaponentity).tuba_instrument = 0;
374                                 actor.(weaponentity).weaponname = "tuba";
375                                 break;
376                 }
377                 int hittype = 0;
378                 if(actor.(weaponentity).tuba_instrument & 1)
379                         hittype |= HITTYPE_SECONDARY;
380                 if(actor.(weaponentity).tuba_instrument & 2)
381                         hittype |= HITTYPE_BOUNCE;
382                 W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0, hittype | WEP_TUBA.m_id);
383                 Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
384                 actor.(weaponentity).state = WS_INUSE;
385                 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, 0.5, w_ready);
386         }
387 }
388 #endif
389
390 #ifdef SVQC
391
392 // infinite ammo
393 METHOD(Tuba, wr_checkammo1, bool(Tuba this, entity actor, .entity weaponentity)) { return true; }
394 METHOD(Tuba, wr_checkammo2, bool(Tuba this, entity actor, .entity weaponentity)) { return true; }
395
396 METHOD(Tuba, wr_suicidemessage, Notification(Tuba this))
397 {
398         if (w_deathtype & HITTYPE_BOUNCE)
399                 return WEAPON_KLEINBOTTLE_SUICIDE;
400         else if (w_deathtype & HITTYPE_SECONDARY)
401                 return WEAPON_ACCORDEON_SUICIDE;
402         else
403                 return WEAPON_TUBA_SUICIDE;
404 }
405 METHOD(Tuba, wr_killmessage, Notification(Tuba this))
406 {
407         if (w_deathtype & HITTYPE_BOUNCE)
408                 return WEAPON_KLEINBOTTLE_MURDER;
409         else if (w_deathtype & HITTYPE_SECONDARY)
410                 return WEAPON_ACCORDEON_MURDER;
411         else
412                 return WEAPON_TUBA_MURDER;
413 }
414
415 #elif defined(CSQC)
416
417 METHOD(Tuba, wr_viewmodel, string(Tuba this, entity wep))
418 {
419         return (wep.tuba_instrument == 0) ? "tuba" :
420                (wep.tuba_instrument == 1) ? "akordeon" :
421                                             "kleinbottle";
422 }
423
424 #endif
425
426 #ifdef CSQC
427
428 #define TUBA_STARTNOTE(i, n) _Sound_fixpath(W_Sound(strcat("tuba", (i ? ftos(i) : ""), "_loopnote", ftos(n))))
429
430 const int TUBA_MIN = -18;
431 const int TUBA_MAX = 27;
432 const int TUBA_INSTRUMENTS = 3;
433
434 int Tuba_PitchStep;
435
436 void tubasound(entity e, bool restart)
437 {
438         string snd1 = string_null;
439         if (Tuba_PitchStep) {
440                 float vol1 = 1;
441                 float speed1 = 1;
442                 string snd2 = string_null;
443                 float vol2 = 0;
444                 float speed2 = 1;
445
446                 int m = pymod(e.note, Tuba_PitchStep);
447                 if (m) {
448                         if (e.note - m < TUBA_MIN) {
449                                 if (restart) {
450                                         snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
451                                 }
452                                 speed1 = (2.0 ** ((m - Tuba_PitchStep) / 12.0));
453                         } else if (e.note - m + Tuba_PitchStep > TUBA_MAX) {
454                                 if (restart) {
455                                         snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
456                                 }
457                                 speed1 = (2.0 ** (m / 12.0));
458                         } else {
459                                 if (restart) {
460                                         snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
461                                 }
462                                 vol1 = cos(M_PI_2 * m / Tuba_PitchStep);
463                                 speed1 = (2.0 ** (m / 12.0));
464                                 if (restart) {
465                                         snd2 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
466                                 }
467                                 vol2 = sin(M_PI_2 * m / Tuba_PitchStep);
468                                 speed2 = (2.0 ** ((m - Tuba_PitchStep) / 12.0));
469                         }
470                 } else if (restart) {
471                         snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
472                 }
473
474                 sound7(e, CH_TUBA_SINGLE, snd1, e.tuba_volume * vol1, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed1, 0);
475                 if (vol2) {
476                         sound7(e.enemy, CH_TUBA_SINGLE, snd2, e.tuba_volume * vol2, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed2, 0);
477                 }
478         } else {
479                 if (restart) {
480                         snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
481                 }
482                 _sound(e, CH_TUBA_SINGLE, snd1, e.tuba_volume, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation);
483         }
484 }
485
486 void Ent_TubaNote_Think(entity this)
487 {
488         float f = autocvar_g_balance_tuba_fadetime;
489         if (f > 0) {
490                 this.tuba_volume -= frametime * this.tuba_volume_initial / f;
491         } else {
492                 this.tuba_volume = 0;
493         }
494         this.nextthink = time;
495         if (this.tuba_volume <= 0) {
496                 sound(this, CH_TUBA_SINGLE, SND_Null, 0, 0);
497                 if (this.enemy) {
498                         sound(this.enemy, CH_TUBA_SINGLE, SND_Null, 0, 0);
499                         delete(this.enemy);
500                 }
501                 delete(this);
502         } else {
503                 tubasound(this, 0);
504         }
505 }
506
507 void Ent_TubaNote_UpdateSound(entity this)
508 {
509         this.enemy.tuba_volume = bound(0, VOL_BASE * autocvar_g_balance_tuba_volume, 1);
510         this.enemy.tuba_volume_initial = this.enemy.tuba_volume;
511         this.enemy.note = this.note;
512         this.enemy.tuba_instrument = this.tuba_instrument;
513         tubasound(this.enemy, 1);
514 }
515
516 void Ent_TubaNote_StopSound(entity this)
517 {
518         this.enemy.nextthink = time;
519         this.enemy = NULL;
520 }
521
522 NET_HANDLE(ENT_CLIENT_TUBANOTE, bool isNew)
523 {
524         bool upd = false;
525         int f = ReadByte();
526         if (f & 1) {
527                 int n = ReadChar();
528                 int i = ReadByte();
529                 bool att = (i & 1);
530                 i >>= 1;
531
532                 if (this.enemy) {
533                         if (n != this.note || i != this.tuba_instrument || isNew) {
534                                 Ent_TubaNote_StopSound(this);
535                         }
536                 } else {
537                         this.enemy = new(tuba_note);
538                         if (Tuba_PitchStep) {
539                                 this.enemy.enemy = new(tuba_note_2);
540                         }
541                         isNew = true;
542                 }
543
544                 this.enemy.tuba_attenuate = att;
545
546                 if (isNew) {
547                         this.note = n;
548                         this.tuba_instrument = i;
549                         upd = true;
550                 }
551         }
552
553         if (f & 2) {
554                 this.enemy.origin = ReadVector();
555                 setorigin(this.enemy, this.enemy.origin);
556                 if (this.enemy.enemy) {
557                         setorigin(this.enemy.enemy, this.enemy.origin);
558                 }
559         }
560
561         setthink(this, Ent_TubaNote_StopSound);
562         this.entremove = Ent_TubaNote_StopSound;
563         setthink(this.enemy, Ent_TubaNote_Think);
564         this.enemy.nextthink = time + 10;
565
566         if (upd) {
567                 Ent_TubaNote_UpdateSound(this);
568         }
569         return true;
570 }
571
572 PRECACHE(Tuba)
573 {
574         Tuba_PitchStep = autocvar_g_balance_tuba_pitchstep;
575         if (Tuba_PitchStep) {
576                 if (!checkextension("DP_SND_SOUND7_WIP2") && !checkextension("DP_SND_SOUND7")) {
577                         LOG_WARN("requested pitch shifting, but not supported by this engine build");
578                         Tuba_PitchStep = 0;
579                 }
580         }
581         for (int n = TUBA_MIN; n <= TUBA_MAX; ++n) {
582                 if (!Tuba_PitchStep || pymod(n, Tuba_PitchStep) == 0) {
583                         for (int i = 0; i < TUBA_INSTRUMENTS; ++i) {
584                                 precache_sound(TUBA_STARTNOTE(i, n));
585                         }
586                 }
587         }
588 }
589
590 #endif