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1 #include "vortex.qh"
2
3 //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
4 //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
5
6 #if defined(GAMEQC)
7 float autocvar_g_weapon_charge_colormod_red_full;
8 float autocvar_g_weapon_charge_colormod_red_half;
9 float autocvar_g_weapon_charge_colormod_green_full;
10 float autocvar_g_weapon_charge_colormod_blue_full;
11 float autocvar_g_weapon_charge_colormod_blue_half;
12 float autocvar_g_weapon_charge_colormod_green_half;
13 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
14
15 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
16 {
17         if (!WEP_CVAR(vortex, charge)) return '0 0 0';
18         float charge = wepent.vortex_charge;
19         float animlimit = WEP_CVAR(vortex, charge_animlimit);
20         vector g;
21         g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
22         g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
23         g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
24         if (charge > animlimit)
25         {
26                 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
27                 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
28                 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
29         }
30         return g;
31 }
32 #endif
33
34 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
35
36 #if defined(SVQC)
37 void SendCSQCVortexBeamParticle(float charge) {
38         vector v;
39         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
40         WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
41         WriteVector(MSG_BROADCAST, w_shotorg);
42         WriteVector(MSG_BROADCAST, v);
43         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
44 }
45 #elif defined(CSQC)
46 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
47 {
48         float charge;
49     vector shotorg = ReadVector();
50     vector endpos = ReadVector();
51         charge = ReadByte() / 255.0;
52
53         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
54
55         //draw either the old v2.3 beam or the new beam
56         charge = sqrt(charge); // divide evenly among trail spacing and alpha
57         particles_alphamin = particles_alphamax = particles_fade = charge;
58
59         if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
60         if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
61                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
62         else
63                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
64         return true;
65 }
66 #endif
67
68 #ifdef SVQC
69
70 REGISTER_MUTATOR(vortex_charge, true);
71
72 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
73 {
74     entity player = M_ARGV(0, entity);
75
76         // WEAPONTODO
77     if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
78         return;
79
80     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
81     {
82         .entity weaponentity = weaponentities[slot];
83
84         if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
85         {
86             float xyspeed = vlen(vec2(player.velocity));
87                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
88                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
89                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
90                 // add the extra charge
91                 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
92         }
93     }
94 }
95
96 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
97 {
98         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
99
100         mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
101         myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
102         mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
103         mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
104         myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
105         myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
106         myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
107
108     float dtype = thiswep.m_id;
109     if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
110         dtype |= HITTYPE_ARMORPIERCE;
111
112         float flying;
113         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
114
115         if(WEP_CVAR(vortex, charge))
116         {
117                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
118                 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
119                 // O RLY? -- divVerent
120                 // YA RLY -- FruitieX
121         }
122         else
123                 charge = 1;
124         mydmg *= charge;
125         myforce *= charge;
126
127         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
128         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
129         {
130                 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
131         }
132
133         yoda = 0;
134         damage_goodhits = 0;
135         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
136
137         if(yoda && flying)
138                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
139         if(damage_goodhits && actor.vortex_lasthit)
140         {
141                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
142                 damage_goodhits = 0; // only every second time
143         }
144
145         actor.vortex_lasthit = damage_goodhits;
146
147         //beam and muzzle flash done on client
148         SendCSQCVortexBeamParticle(charge);
149
150         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
151 }
152
153 .float vortex_chargepool_pauseregen_finished;
154
155 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
156 {
157     if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
158         PHYS_INPUT_BUTTON_ATCK(actor) = true;
159     else
160     {
161         if(WEP_CVAR(vortex, charge))
162             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
163     }
164 }
165 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
166 {
167     if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
168         actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
169
170     if(WEP_CVAR_SEC(vortex, chargepool))
171         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
172         {
173             if(actor.vortex_chargepool_pauseregen_finished < time)
174                 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
175             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
176         }
177
178     if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
179         thiswep.wr_reload(thiswep, actor, weaponentity);
180     } else
181     {
182         if(fire & 1)
183         {
184             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
185             {
186                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
187                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
188             }
189         }
190         if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
191         {
192             if(WEP_CVAR(vortex, charge))
193             {
194                 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
195                 float dt = frametime / W_TICSPERFRAME;
196
197                 if(actor.(weaponentity).vortex_charge < 1)
198                 {
199                     if(WEP_CVAR_SEC(vortex, chargepool))
200                     {
201                         if(WEP_CVAR_SEC(vortex, ammo))
202                         {
203                             // always deplete if secondary is held
204                             actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
205
206                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
207                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
208                             dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
209                             dt = max(0, dt);
210
211                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
212                         }
213                     }
214
215                     else if(WEP_CVAR_SEC(vortex, ammo))
216                     {
217                         if(fire & 2) // only eat ammo when the button is pressed
218                         {
219                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
220                             if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
221                             {
222                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
223                                 if(autocvar_g_balance_vortex_reload_ammo)
224                                 {
225                                     dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
226                                     dt = max(0, dt);
227                                     if(dt > 0)
228                                     {
229                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
230                                     }
231                                     actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
232                                 }
233                                 else
234                                 {
235                                     dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
236                                     dt = max(0, dt);
237                                     if(dt > 0)
238                                     {
239                                         SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
240                                     }
241                                 }
242                             }
243                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
244                         }
245                     }
246
247                     else
248                     {
249                         dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
250                         actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
251                     }
252                 }
253             }
254             else if(WEP_CVAR(vortex, secondary))
255             {
256                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
257                 {
258                     W_Vortex_Attack(thiswep, actor, weaponentity, 1);
259                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
260                 }
261             }
262         }
263     }
264 }
265 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
266 {
267     actor.vortex_lasthit = 0;
268 }
269 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
270 {
271     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
272     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
273     return ammo_amount;
274 }
275 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
276 {
277     if(WEP_CVAR(vortex, secondary))
278     {
279         // don't allow charging if we don't have enough ammo
280         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
281         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
282         return ammo_amount;
283     }
284     else
285     {
286         return false; // zoom is not a fire mode
287     }
288 }
289 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
290 {
291     if (WEP_CVAR(vortex, charge)) {
292         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
293         {
294             .entity weaponentity = weaponentities[slot];
295             actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
296
297             if (WEP_CVAR_SEC(vortex, chargepool))
298                 actor.(weaponentity).vortex_chargepool_ammo = 1;
299         }
300     }
301     actor.vortex_lasthit = 0;
302 }
303 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
304 {
305     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
306 }
307 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
308 {
309     return WEAPON_THINKING_WITH_PORTALS;
310 }
311 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
312 {
313     return WEAPON_VORTEX_MURDER;
314 }
315 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
316 {
317     return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
318 }
319
320 #endif
321 #ifdef CSQC
322
323 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
324 {
325     entity this = actor;
326     vector org2 = w_org + w_backoff * 6;
327     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
328     if(!w_issilent)
329         sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
330 }
331 METHOD(Vortex, wr_init, void(entity thiswep))
332 {
333     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
334     {
335         precache_pic("gfx/reticle_nex");
336     }
337 }
338 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
339 {
340     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
341     {
342         return true;
343     }
344     else
345     {
346         // no weapon specific image for this weapon
347         return false;
348     }
349 }
350 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
351 {
352     return button_attack2 && !WEP_CVAR(vortex, secondary);
353 }
354
355 #endif