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1 #ifndef IMPLEMENTATION
2 CLASS(Vortex, Weapon)
3 /* ammotype  */ ATTRIB(Vortex, ammo_field, .int, ammo_cells);
4 /* impulse   */ ATTRIB(Vortex, impulse, int, 7);
5 /* flags     */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating    */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
8 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
9 #ifdef GAMEQC
10 /* model     */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
13 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
14 /* wepimg    */ ATTRIB(Vortex, model2, string, "weaponnex");
15 /* refname   */ ATTRIB(Vortex, netname, string, "vortex");
16 /* wepname   */ ATTRIB(Vortex, m_name, string, _("Vortex"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, BOTH) \
21                 P(class, prefix, animtime, float, BOTH) \
22                 P(class, prefix, chargepool, float, SEC) \
23                 P(class, prefix, chargepool_pause_regen, float, SEC) \
24                 P(class, prefix, chargepool_regen, float, SEC) \
25                 P(class, prefix, charge, float, NONE) \
26                 P(class, prefix, charge_animlimit, float, NONE) \
27                 P(class, prefix, charge_limit, float, NONE) \
28                 P(class, prefix, charge_maxspeed, float, NONE) \
29                 P(class, prefix, charge_mindmg, float, NONE) \
30                 P(class, prefix, charge_minspeed, float, NONE) \
31                 P(class, prefix, charge_rate, float, NONE) \
32                 P(class, prefix, charge_rot_pause, float, NONE) \
33                 P(class, prefix, charge_rot_rate, float, NONE) \
34                 P(class, prefix, charge_shot_multiplier, float, NONE) \
35                 P(class, prefix, charge_start, float, NONE) \
36                 P(class, prefix, charge_velocity_rate, float, NONE) \
37                 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
38                 P(class, prefix, damagefalloff_halflife, float, BOTH) \
39                 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
40                 P(class, prefix, damagefalloff_mindist, float, BOTH) \
41                 P(class, prefix, damage, float, BOTH) \
42                 P(class, prefix, force, float, BOTH) \
43                 P(class, prefix, refire, float, BOTH) \
44                 P(class, prefix, secondary, float, NONE) \
45                 P(class, prefix, reload_ammo, float, NONE) \
46         P(class, prefix, reload_time, float, NONE) \
47         P(class, prefix, switchdelay_raise, float, NONE) \
48         P(class, prefix, switchdelay_drop, float, NONE) \
49         P(class, prefix, weaponreplace, string, NONE) \
50         P(class, prefix, weaponstart, float, NONE) \
51         P(class, prefix, weaponstartoverride, float, NONE) \
52         P(class, prefix, weaponthrowable, float, NONE) \
53         END()
54     W_PROPS(X, Vortex, vortex)
55 #undef X
56
57 ENDCLASS(Vortex)
58 REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
59
60
61 #ifdef SVQC
62
63 .float vortex_lasthit;
64 #endif
65 #endif
66 #ifdef IMPLEMENTATION
67
68 REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
69 REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
70
71 #if defined(CSQC)
72 float autocvar_g_weapon_charge_colormod_red_full;
73 float autocvar_g_weapon_charge_colormod_red_half;
74 float autocvar_g_weapon_charge_colormod_green_full;
75 float autocvar_g_weapon_charge_colormod_blue_full;
76 float autocvar_g_weapon_charge_colormod_blue_half;
77 float autocvar_g_weapon_charge_colormod_green_half;
78 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
79
80 METHOD(Vortex, wr_glow, vector(Vortex this))
81 {
82         if (!STAT(WEP_CVAR_vortex_charge)) return '0 0 0';
83         float charge = STAT(VORTEX_CHARGE);
84         float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit);
85         vector g;
86         g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
87         g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
88         g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
89         if (charge > animlimit)
90         {
91                 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
92                 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
93                 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
94         }
95         return g;
96 }
97 #endif
98
99 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
100
101 #if defined(SVQC)
102 void SendCSQCVortexBeamParticle(float charge) {
103         vector v;
104         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
105         WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
106         WriteCoord(MSG_BROADCAST, w_shotorg.x);
107         WriteCoord(MSG_BROADCAST, w_shotorg.y);
108         WriteCoord(MSG_BROADCAST, w_shotorg.z);
109         WriteCoord(MSG_BROADCAST, v.x);
110         WriteCoord(MSG_BROADCAST, v.y);
111         WriteCoord(MSG_BROADCAST, v.z);
112         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
113 }
114 #elif defined(CSQC)
115 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
116 {
117         vector shotorg, endpos;
118         float charge;
119         shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
120         endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
121         charge = ReadByte() / 255.0;
122
123         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
124
125         //draw either the old v2.3 beam or the new beam
126         charge = sqrt(charge); // divide evenly among trail spacing and alpha
127         particles_alphamin = particles_alphamax = particles_fade = charge;
128
129         if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
130         if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
131                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
132         else
133                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
134         return true;
135 }
136 #endif
137
138 #ifdef SVQC
139 spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
140 spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
141
142 REGISTER_MUTATOR(vortex_charge, true);
143
144 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
145 {
146     entity player = M_ARGV(0, entity);
147
148         // WEAPONTODO
149         float xyspeed = vlen(vec2(player.velocity));
150         if (PS(player).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
151         {
152                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
153                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
154                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
155                 // add the extra charge
156                 player.vortex_charge = min(1, player.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
157         }
158 }
159
160 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
161 {
162         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
163
164         mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
165         myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
166         mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
167         mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
168         myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
169         myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
170         myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
171
172         float flying;
173         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
174
175         if(WEP_CVAR(vortex, charge))
176         {
177                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.vortex_charge;
178                 actor.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
179                 // O RLY? -- divVerent
180                 // YA RLY -- FruitieX
181         }
182         else
183                 charge = 1;
184         mydmg *= charge;
185         myforce *= charge;
186
187         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
188         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
189         {
190                 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);
191         }
192
193         yoda = 0;
194         damage_goodhits = 0;
195         FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
196
197         if(yoda && flying)
198                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
199         if(damage_goodhits && actor.vortex_lasthit)
200         {
201                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
202                 damage_goodhits = 0; // only every second time
203         }
204
205         actor.vortex_lasthit = damage_goodhits;
206
207         //beam and muzzle flash done on client
208         SendCSQCVortexBeamParticle(charge);
209
210         W_DecreaseAmmo(thiswep, actor, myammo);
211 }
212
213 .float vortex_chargepool_pauseregen_finished;
214
215 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
216 {
217     if(bot_aim(actor, 1000000, 0, 1, false))
218         PHYS_INPUT_BUTTON_ATCK(actor) = true;
219     else
220     {
221         if(WEP_CVAR(vortex, charge))
222             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
223     }
224 }
225 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
226 {
227     if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
228         actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
229
230     if(WEP_CVAR_SEC(vortex, chargepool))
231         if(actor.vortex_chargepool_ammo < 1)
232         {
233             if(actor.vortex_chargepool_pauseregen_finished < time)
234                 actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
235             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
236         }
237
238     if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
239         thiswep.wr_reload(thiswep, actor, weaponentity);
240     } else
241     {
242         if(fire & 1)
243         {
244             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
245             {
246                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
247                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
248             }
249         }
250         if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
251         {
252             if(WEP_CVAR(vortex, charge))
253             {
254                 actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
255                 float dt = frametime / W_TICSPERFRAME;
256
257                 if(actor.vortex_charge < 1)
258                 {
259                     if(WEP_CVAR_SEC(vortex, chargepool))
260                     {
261                         if(WEP_CVAR_SEC(vortex, ammo))
262                         {
263                             // always deplete if secondary is held
264                             actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
265
266                             dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
267                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
268                             dt = min(dt, actor.vortex_chargepool_ammo);
269                             dt = max(0, dt);
270
271                             actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
272                         }
273                     }
274
275                     else if(WEP_CVAR_SEC(vortex, ammo))
276                     {
277                         if(fire & 2) // only eat ammo when the button is pressed
278                         {
279                             dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
280                             if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
281                             {
282                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
283                                 if(autocvar_g_balance_vortex_reload_ammo)
284                                 {
285                                     dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
286                                     dt = max(0, dt);
287                                     if(dt > 0)
288                                     {
289                                         actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
290                                     }
291                                     actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
292                                 }
293                                 else
294                                 {
295                                     dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
296                                     dt = max(0, dt);
297                                     if(dt > 0)
298                                     {
299                                         actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
300                                     }
301                                 }
302                             }
303                             actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
304                         }
305                     }
306
307                     else
308                     {
309                         dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
310                         actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
311                     }
312                 }
313             }
314             else if(WEP_CVAR(vortex, secondary))
315             {
316                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
317                 {
318                     W_Vortex_Attack(thiswep, actor, weaponentity, 1);
319                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
320                 }
321             }
322         }
323     }
324 }
325 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
326 {
327     actor.vortex_lasthit = 0;
328 }
329 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor))
330 {
331     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
332     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
333     return ammo_amount;
334 }
335 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor))
336 {
337     if(WEP_CVAR(vortex, secondary))
338     {
339         // don't allow charging if we don't have enough ammo
340         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
341         ammo_amount += actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
342         return ammo_amount;
343     }
344     else
345     {
346         return false; // zoom is not a fire mode
347     }
348 }
349 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
350 {
351     if (WEP_CVAR(vortex, charge)) {
352         if (WEP_CVAR_SEC(vortex, chargepool)) {
353             actor.vortex_chargepool_ammo = 1;
354         }
355         actor.vortex_charge = WEP_CVAR(vortex, charge_start);
356     }
357     actor.vortex_lasthit = 0;
358 }
359 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
360 {
361     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
362 }
363 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
364 {
365     return WEAPON_THINKING_WITH_PORTALS;
366 }
367 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
368 {
369     return WEAPON_VORTEX_MURDER;
370 }
371
372 #endif
373 #ifdef CSQC
374
375 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
376 {
377     entity this = actor;
378     vector org2 = w_org + w_backoff * 6;
379     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
380     if(!w_issilent)
381         sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
382 }
383 METHOD(Vortex, wr_init, void(entity thiswep))
384 {
385     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
386     {
387         precache_pic("gfx/reticle_nex");
388     }
389 }
390 METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
391 {
392     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
393     {
394         reticle_image = "gfx/reticle_nex";
395         return true;
396     }
397     else
398     {
399         // no weapon specific image for this weapon
400         return false;
401     }
402 }
403
404 #endif
405 #endif