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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
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 flying;
109         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
110
111         if(WEP_CVAR(vortex, charge))
112         {
113                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
114                 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
115                 // O RLY? -- divVerent
116                 // YA RLY -- FruitieX
117         }
118         else
119                 charge = 1;
120         mydmg *= charge;
121         myforce *= charge;
122
123         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, WEP_VORTEX.m_id);
124         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
125         {
126                 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);
127         }
128
129         yoda = 0;
130         damage_goodhits = 0;
131         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
132
133         if(yoda && flying)
134                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
135         if(damage_goodhits && actor.vortex_lasthit)
136         {
137                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
138                 damage_goodhits = 0; // only every second time
139         }
140
141         actor.vortex_lasthit = damage_goodhits;
142
143         //beam and muzzle flash done on client
144         SendCSQCVortexBeamParticle(charge);
145
146         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
147 }
148
149 .float vortex_chargepool_pauseregen_finished;
150
151 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
152 {
153     if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
154         PHYS_INPUT_BUTTON_ATCK(actor) = true;
155     else
156     {
157         if(WEP_CVAR(vortex, charge))
158             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
159     }
160 }
161 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
162 {
163     if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
164         actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
165
166     if(WEP_CVAR_SEC(vortex, chargepool))
167         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
168         {
169             if(actor.vortex_chargepool_pauseregen_finished < time)
170                 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
171             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
172         }
173
174     if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
175         thiswep.wr_reload(thiswep, actor, weaponentity);
176     } else
177     {
178         if(fire & 1)
179         {
180             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
181             {
182                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
183                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
184             }
185         }
186         if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
187         {
188             if(WEP_CVAR(vortex, charge))
189             {
190                 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
191                 float dt = frametime / W_TICSPERFRAME;
192
193                 if(actor.(weaponentity).vortex_charge < 1)
194                 {
195                     if(WEP_CVAR_SEC(vortex, chargepool))
196                     {
197                         if(WEP_CVAR_SEC(vortex, ammo))
198                         {
199                             // always deplete if secondary is held
200                             actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
201
202                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
203                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
204                             dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
205                             dt = max(0, dt);
206
207                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
208                         }
209                     }
210
211                     else if(WEP_CVAR_SEC(vortex, ammo))
212                     {
213                         if(fire & 2) // only eat ammo when the button is pressed
214                         {
215                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
216                             if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
217                             {
218                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
219                                 if(autocvar_g_balance_vortex_reload_ammo)
220                                 {
221                                     dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
222                                     dt = max(0, dt);
223                                     if(dt > 0)
224                                     {
225                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
226                                     }
227                                     actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
228                                 }
229                                 else
230                                 {
231                                     dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
232                                     dt = max(0, dt);
233                                     if(dt > 0)
234                                     {
235                                         SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
236                                     }
237                                 }
238                             }
239                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
240                         }
241                     }
242
243                     else
244                     {
245                         dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
246                         actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
247                     }
248                 }
249             }
250             else if(WEP_CVAR(vortex, secondary))
251             {
252                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
253                 {
254                     W_Vortex_Attack(thiswep, actor, weaponentity, 1);
255                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
256                 }
257             }
258         }
259     }
260 }
261 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
262 {
263     actor.vortex_lasthit = 0;
264 }
265 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
266 {
267     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
268     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
269     return ammo_amount;
270 }
271 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
272 {
273     if(WEP_CVAR(vortex, secondary))
274     {
275         // don't allow charging if we don't have enough ammo
276         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
277         ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
278         return ammo_amount;
279     }
280     else
281     {
282         return false; // zoom is not a fire mode
283     }
284 }
285 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
286 {
287     if (WEP_CVAR(vortex, charge)) {
288         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
289         {
290             .entity weaponentity = weaponentities[slot];
291             actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
292
293             if (WEP_CVAR_SEC(vortex, chargepool))
294                 actor.(weaponentity).vortex_chargepool_ammo = 1;
295         }
296     }
297     actor.vortex_lasthit = 0;
298 }
299 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
300 {
301     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
302 }
303 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
304 {
305     return WEAPON_THINKING_WITH_PORTALS;
306 }
307 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
308 {
309     return WEAPON_VORTEX_MURDER;
310 }
311 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
312 {
313     return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
314 }
315
316 #endif
317 #ifdef CSQC
318
319 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
320 {
321     entity this = actor;
322     vector org2 = w_org + w_backoff * 6;
323     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
324     if(!w_issilent)
325         sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
326 }
327 METHOD(Vortex, wr_init, void(entity thiswep))
328 {
329     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
330     {
331         precache_pic("gfx/reticle_nex");
332     }
333 }
334 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
335 {
336     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
337     {
338         return true;
339     }
340     else
341     {
342         // no weapon specific image for this weapon
343         return false;
344     }
345 }
346 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
347 {
348     return button_attack2 && !WEP_CVAR(vortex, secondary);
349 }
350
351 #endif