4 /* impulse */ ATTRIB(Tuba, impulse, int, 1);
5 /* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0');
8 /* modelname */ ATTRIB(Tuba, mdl, string, "tuba");
10 /* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM);
12 /* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba");
13 /* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65);
14 /* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba");
15 /* refname */ ATTRIB(Tuba, netname, string, "tuba");
16 /* xgettext:no-c-format */
17 /* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, animtime, float, NONE) \
22 P(class, prefix, attenuation, float, NONE) \
23 P(class, prefix, damage, float, NONE) \
24 P(class, prefix, edgedamage, float, NONE) \
25 P(class, prefix, fadetime, float, NONE) \
26 P(class, prefix, force, float, NONE) \
27 P(class, prefix, pitchstep, float, NONE) \
28 P(class, prefix, radius, float, NONE) \
29 P(class, prefix, refire, float, NONE) \
30 P(class, prefix, switchdelay_drop, float, NONE) \
31 P(class, prefix, switchdelay_raise, float, NONE) \
32 P(class, prefix, volume, float, NONE) \
33 P(class, prefix, weaponreplace, string, NONE) \
34 P(class, prefix, weaponstartoverride, float, NONE) \
35 P(class, prefix, weaponstart, float, NONE) \
36 P(class, prefix, weaponthrowable, float, NONE) \
38 W_PROPS(X, Tuba, tuba)
41 REGISTER_WEAPON(TUBA, tuba, NEW(Tuba));
49 .float tuba_smoketime;
50 .float tuba_instrument;
52 #define MAX_TUBANOTES 32
53 .float tuba_lastnotes_last;
54 .float tuba_lastnotes_cnt; // over
55 .vector tuba_lastnotes[MAX_TUBANOTES];
57 spawnfunc(weapon_tuba) { weapon_defaultspawnfunc(this, WEP_TUBA); }
59 bool W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
61 float i, j, mmin, mmax, nolength;
62 float n = tokenize_console(melody);
63 if(n > pl.(weaponentity).tuba_lastnotes_cnt)
68 if(pl.(weaponentity).tuba_instrument != instrument)
73 for(i = 0; i < n; ++i)
75 vector v = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
76 float ai = stof(argv(n - i - 1));
80 // n counts the last played notes BACKWARDS
84 if(ignorepitch && i == 0)
86 pitchshift = np - v.z;
90 if(v.z + pitchshift != np)
95 // now we know the right NOTES were played
101 mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
105 mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
107 mmax = 240; // you won't try THAT hard... (tempo 1)
108 //printf("initial tempo rules: %f %f\n", mmin, mmax);
110 for(i = 0; i < n; ++i)
112 vector vi = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
113 float ai = stof(argv(n - i - 1));
114 ti -= 1 / (ai - floor(ai));
116 for(j = i+1; j < n; ++j)
118 vector vj = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - j + MAX_TUBANOTES) % MAX_TUBANOTES]);
119 float aj = stof(argv(n - j - 1));
120 tj -= (aj - floor(aj));
122 // note i should be at m*ti+b
123 // note j should be at m*tj+b
125 // we have a LINE l, so that
126 // vi_x <= l(ti) <= vi_y
127 // vj_x <= l(tj) <= vj_y
130 // vi_x <= vi_y <= vj_x <= vj_y
132 //printf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti);
133 //printf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj);
134 //printf("m1 = %f\n", (vi_x - vj_y) / (ti - tj));
135 //printf("m2 = %f\n", (vi_y - vj_x) / (ti - tj));
136 mmin = max(mmin, (vi.x - vj.y) / (ti - tj)); // lower bound
137 mmax = min(mmax, (vi.y - vj.x) / (ti - tj)); // upper bound
141 if(mmin > mmax) // rhythm fail
145 pl.(weaponentity).tuba_lastnotes_cnt = 0;
150 void W_Tuba_NoteOff(entity this)
152 entity actor = this.owner;
154 // on: this.spawnshieldtime
157 .entity weaponentity = this.weaponentity_fld;
158 if (actor.(weaponentity).tuba_note == this)
160 actor.(weaponentity).tuba_lastnotes_last = (actor.(weaponentity).tuba_lastnotes_last + 1) % MAX_TUBANOTES;
161 actor.(weaponentity).(tuba_lastnotes[actor.(weaponentity).tuba_lastnotes_last]) = eX * this.spawnshieldtime + eY * time + eZ * this.cnt;
162 actor.(weaponentity).tuba_note = NULL;
163 actor.(weaponentity).tuba_lastnotes_cnt = bound(0, actor.(weaponentity).tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
165 string s = trigger_magicear_processmessage_forallears(actor, 0, NULL, string_null);
168 // simulate a server message
169 switch (this.tuba_instrument)
173 bprint(strcat("\{1}\{13}* ^3", actor.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
176 bprint(strcat("\{1}\{13}* ^3", actor.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
179 bprint(strcat("\{1}\{13}* ^3", actor.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
187 int W_Tuba_GetNote(entity pl, int hittype)
190 if (pl.movement.x < 0) movestate -= 3;
191 else if (pl.movement.x > 0) movestate += 3;
192 if (pl.movement.y < 0) movestate -= 1;
193 else if (pl.movement.y > 0) movestate += 1;
198 // layout: originally I wanted
202 // but then you only use forward and right key. So to make things more
203 // interesting, I swapped B with e#. Har har har...
207 case 1: note = -6; break; // Gb
208 case 2: note = -5; break; // G
209 case 3: note = -4; break; // G#
210 case 4: note = +5; break; // e#
212 case 5: note = 0; break; // c
213 case 6: note = +2; break; // d
214 case 7: note = +3; break; // eb
215 case 8: note = +4; break; // e
216 case 9: note = -1; break; // B
218 if(PHYS_INPUT_BUTTON_CROUCH(pl))
220 if(PHYS_INPUT_BUTTON_JUMP(pl))
222 if(hittype & HITTYPE_SECONDARY)
225 // we support two kinds of tubas, those tuned in Eb and those tuned in C
226 // kind of tuba currently is player slot number, or team number if in
228 // that way, holes in the range of notes are "plugged"
231 if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
236 if(pl.clientcolors & 1)
240 // total range of notes:
246 // *** ********************* ****
247 // -18.........................+12
248 // *** ********************* ****
249 // -18............................+15
250 // with jump: ... +24
255 bool W_Tuba_NoteSendEntity(entity this, entity to, int sf)
258 if (!sound_allowed(MSG_ONE, this.realowner)) return false;
260 WriteHeader(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
261 WriteByte(MSG_ENTITY, sf);
264 WriteChar(MSG_ENTITY, this.cnt);
266 f |= 1 * (this.realowner != to);
267 f |= 2 * this.tuba_instrument;
268 WriteByte(MSG_ENTITY, f);
272 WriteCoord(MSG_ENTITY, this.origin.x);
273 WriteCoord(MSG_ENTITY, this.origin.y);
274 WriteCoord(MSG_ENTITY, this.origin.z);
279 void W_Tuba_NoteThink(entity this)
285 if(time > this.teleport_time)
287 W_Tuba_NoteOff(this);
290 this.nextthink = time;
291 dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
292 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this.realowner, {
293 v = this.origin - (it.origin + it.view_ofs);
294 vol0 = max(0, 1 - vlen(v) * dist_mult);
296 v = this.realowner.origin - (it.origin + it.view_ofs);
297 vol1 = max(0, 1 - vlen(v) * dist_mult);
299 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
301 setorigin(this, this.realowner.origin);
305 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
307 setorigin(this, this.realowner.origin);
314 void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype)
319 W_SetupShot(actor, weaponentity, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage));
321 n = W_Tuba_GetNote(actor, hittype);
324 if(actor.(weaponentity).tuba_instrument & 1)
325 hittype |= HITTYPE_SECONDARY;
326 if(actor.(weaponentity).tuba_instrument & 2)
327 hittype |= HITTYPE_BOUNCE;
329 if(actor.(weaponentity).tuba_note)
331 if(actor.(weaponentity).tuba_note.cnt != n || actor.(weaponentity).tuba_note.tuba_instrument != actor.(weaponentity).tuba_instrument)
333 W_Tuba_NoteOff(actor.(weaponentity).tuba_note);
337 if(!actor.(weaponentity).tuba_note)
339 entity note = new(tuba_note);
340 note.weaponentity_fld = weaponentity;
341 actor.(weaponentity).tuba_note = note;
342 note.owner = note.realowner = actor;
344 note.tuba_instrument = actor.(weaponentity).tuba_instrument;
345 setthink(note, W_Tuba_NoteThink);
346 note.nextthink = time;
347 note.spawnshieldtime = time;
348 Net_LinkEntity(note, false, 0, W_Tuba_NoteSendEntity);
351 actor.(weaponentity).tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(actor); // so it can get prolonged safely
353 //sound(actor, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
354 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, NULL);
356 o = gettaginfo(actor.exteriorweaponentity, 0);
357 if(time > actor.(weaponentity).tuba_smoketime)
359 Send_Effect(EFFECT_SMOKE_RING, o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
360 actor.(weaponentity).tuba_smoketime = time + 0.25;
366 METHOD(Tuba, wr_aim, void(Tuba this, entity actor))
368 // bots cannot play the Tuba well yet
369 // I think they should start with the recorder first
370 if (vdist((actor.origin - actor.enemy.origin), <, WEP_CVAR(tuba, radius)))
373 PHYS_INPUT_BUTTON_ATCK(actor) = true;
375 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
379 METHOD(Tuba, wr_think, void(Tuba this, entity actor, .entity weaponentity, int fire))
382 if (weapon_prepareattack(this, actor, weaponentity, false, WEP_CVAR(tuba, refire)))
384 W_Tuba_NoteOn(actor, weaponentity, 0);
385 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
388 if (weapon_prepareattack(this, actor, weaponentity, true, WEP_CVAR(tuba, refire)))
390 W_Tuba_NoteOn(actor, weaponentity, HITTYPE_SECONDARY);
391 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
393 if (actor.(weaponentity).tuba_note)
395 if (!(fire & 1) && !(fire & 2))
397 W_Tuba_NoteOff(actor.(weaponentity).tuba_note);
402 METHOD(Tuba, wr_setup, void(Tuba this, entity actor, .entity weaponentity))
404 actor.(weaponentity).tuba_instrument = 0;
408 REGISTER_NET_S2C(tuba_instrument)
410 NET_HANDLE(tuba_instrument, bool)
413 int slot = ReadByte();
415 string s = (i == 0) ? "tuba" :
416 (i == 1) ? "akordeon" :
419 entity wep = viewmodels[slot];
420 CL_WeaponEntity_SetModel(wep, s, true);
424 void tuba_instrument_send(entity this, .entity weaponentity, int instr)
428 WriteHeader(chan, tuba_instrument);
429 WriteByte(chan, instr);
430 WriteByte(chan, weaponslot(weaponentity));
434 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
436 .entity weaponentity = weaponentities[slot];
437 if(this.(weaponentity).tuba_instrument != spectatee.(weaponentity).tuba_instrument)
438 tuba_instrument_send(this, weaponentity, this.(weaponentity).tuba_instrument = spectatee.(weaponentity).tuba_instrument);
441 METHOD(Tuba, wr_reload, void(Tuba this, entity actor, .entity weaponentity))
443 // switch to alternate instruments :)
444 if (actor.(weaponentity).state == WS_READY)
446 switch (actor.(weaponentity).tuba_instrument)
449 actor.(weaponentity).tuba_instrument = 1;
450 actor.(weaponentity).weaponname = "akordeon";
453 actor.(weaponentity).tuba_instrument = 2;
454 actor.(weaponentity).weaponname = "kleinbottle";
457 actor.(weaponentity).tuba_instrument = 0;
458 actor.(weaponentity).weaponname = "tuba";
461 tuba_instrument_send(actor, weaponentity, actor.(weaponentity).tuba_instrument);
462 W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0);
463 Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
464 actor.(weaponentity).state = WS_INUSE;
465 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, 0.5, w_ready);
473 METHOD(Tuba, wr_checkammo1, bool(Tuba this, entity actor, .entity weaponentity)) { return true; }
474 METHOD(Tuba, wr_checkammo2, bool(Tuba this, entity actor, .entity weaponentity)) { return true; }
476 METHOD(Tuba, wr_suicidemessage, Notification(Tuba this))
478 if (w_deathtype & HITTYPE_BOUNCE)
479 return WEAPON_KLEINBOTTLE_SUICIDE;
480 else if (w_deathtype & HITTYPE_SECONDARY)
481 return WEAPON_ACCORDEON_SUICIDE;
483 return WEAPON_TUBA_SUICIDE;
485 METHOD(Tuba, wr_killmessage, Notification(Tuba this))
487 if (w_deathtype & HITTYPE_BOUNCE)
488 return WEAPON_KLEINBOTTLE_MURDER;
489 else if (w_deathtype & HITTYPE_SECONDARY)
490 return WEAPON_ACCORDEON_MURDER;
492 return WEAPON_TUBA_MURDER;
499 #define TUBA_STARTNOTE(i, n) _Sound_fixpath(W_Sound(strcat("tuba", (i ? ftos(i) : ""), "_loopnote", ftos(n))))
501 const int TUBA_MIN = -18;
502 const int TUBA_MAX = 27;
503 const int TUBA_INSTRUMENTS = 3;
506 class(Tuba) .int note;
507 class(Tuba) .bool tuba_attenuate;
508 class(Tuba) .float tuba_volume;
509 class(Tuba) .float tuba_volume_initial;
510 class(Tuba) .int tuba_instrument;
514 void tubasound(entity e, bool restart)
516 string snd1 = string_null;
517 if (Tuba_PitchStep) {
520 string snd2 = string_null;
524 int m = pymod(e.note, Tuba_PitchStep);
526 if (e.note - m < TUBA_MIN) {
528 snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
530 speed1 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
531 } else if (e.note - m + Tuba_PitchStep > TUBA_MAX) {
533 snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
535 speed1 = pow(2.0, m / 12.0);
538 snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
540 vol1 = cos(M_PI_2 * m / Tuba_PitchStep);
541 speed1 = pow(2.0, m / 12.0);
543 snd2 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
545 vol2 = sin(M_PI_2 * m / Tuba_PitchStep);
546 speed2 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
548 } else if (restart) {
549 snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
552 sound7(e, CH_TUBA_SINGLE, snd1, e.tuba_volume * vol1, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed1, 0);
554 sound7(e.enemy, CH_TUBA_SINGLE, snd2, e.tuba_volume * vol2, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed2, 0);
558 snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
560 _sound(e, CH_TUBA_SINGLE, snd1, e.tuba_volume, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation);
564 void Ent_TubaNote_Think(entity this)
566 float f = autocvar_g_balance_tuba_fadetime;
568 this.tuba_volume -= frametime * this.tuba_volume_initial / f;
570 this.tuba_volume = 0;
572 this.nextthink = time;
573 if (this.tuba_volume <= 0) {
574 sound(this, CH_TUBA_SINGLE, SND_Null, 0, 0);
576 sound(this.enemy, CH_TUBA_SINGLE, SND_Null, 0, 0);
585 void Ent_TubaNote_UpdateSound(entity this)
587 this.enemy.tuba_volume = bound(0, VOL_BASE * autocvar_g_balance_tuba_volume, 1);
588 this.enemy.tuba_volume_initial = this.enemy.tuba_volume;
589 this.enemy.note = this.note;
590 this.enemy.tuba_instrument = this.tuba_instrument;
591 tubasound(this.enemy, 1);
594 void Ent_TubaNote_StopSound(entity this)
596 this.enemy.nextthink = time;
600 NET_HANDLE(ENT_CLIENT_TUBANOTE, bool isNew)
611 if (n != this.note || i != this.tuba_instrument || isNew) {
612 Ent_TubaNote_StopSound(this);
615 this.enemy = new(tuba_note);
616 if (Tuba_PitchStep) {
617 this.enemy.enemy = new(tuba_note_2);
622 this.enemy.tuba_attenuate = att;
626 this.tuba_instrument = i;
632 this.enemy.origin_x = ReadCoord();
633 this.enemy.origin_y = ReadCoord();
634 this.enemy.origin_z = ReadCoord();
635 setorigin(this.enemy, this.enemy.origin);
636 if (this.enemy.enemy) {
637 setorigin(this.enemy.enemy, this.enemy.origin);
641 setthink(this, Ent_TubaNote_StopSound);
642 this.entremove = Ent_TubaNote_StopSound;
643 setthink(this.enemy, Ent_TubaNote_Think);
644 this.enemy.nextthink = time + 10;
647 Ent_TubaNote_UpdateSound(this);
654 Tuba_PitchStep = autocvar_g_balance_tuba_pitchstep;
655 if (Tuba_PitchStep) {
656 if (!checkextension("DP_SND_SOUND7_WIP2") && !checkextension("DP_SND_SOUND7")) {
657 LOG_WARN("requested pitch shifting, but not supported by this engine build");
661 for (int n = TUBA_MIN; n <= TUBA_MAX; ++n) {
662 if (!Tuba_PitchStep || pymod(n, Tuba_PitchStep) == 0) {
663 for (int i = 0; i < TUBA_INSTRUMENTS; ++i) {
664 precache_sound(TUBA_STARTNOTE(i, n));