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Merge branch 'martin-t/okc' into martin-t/okc2
[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         WriteCoord(MSG_BROADCAST, w_shotorg.x);
42         WriteCoord(MSG_BROADCAST, w_shotorg.y);
43         WriteCoord(MSG_BROADCAST, w_shotorg.z);
44         WriteCoord(MSG_BROADCAST, v.x);
45         WriteCoord(MSG_BROADCAST, v.y);
46         WriteCoord(MSG_BROADCAST, v.z);
47         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
48 }
49 #elif defined(CSQC)
50 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
51 {
52         vector shotorg, endpos;
53         float charge;
54         shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
55         endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
56         charge = ReadByte() / 255.0;
57
58         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
59
60         //draw either the old v2.3 beam or the new beam
61         charge = sqrt(charge); // divide evenly among trail spacing and alpha
62         particles_alphamin = particles_alphamax = particles_fade = charge;
63
64         if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
65         if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
66                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
67         else
68                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
69         return true;
70 }
71 #endif
72
73 #ifdef SVQC
74 spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
75 spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
76
77 REGISTER_MUTATOR(vortex_charge, true);
78
79 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
80 {
81     entity player = M_ARGV(0, entity);
82
83         // WEAPONTODO
84     if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
85         return;
86
87     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
88     {
89         .entity weaponentity = weaponentities[slot];
90
91         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)))
92         {
93             float xyspeed = vlen(vec2(player.velocity));
94                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
95                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
96                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
97                 // add the extra charge
98                 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
99         }
100     }
101 }
102
103 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
104 {
105         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
106
107         mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
108         myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
109         mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
110         mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
111         myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
112         myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
113         myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
114
115         float flying;
116         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
117
118         if(WEP_CVAR(vortex, charge))
119         {
120                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
121                 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
122                 // O RLY? -- divVerent
123                 // YA RLY -- FruitieX
124         }
125         else
126                 charge = 1;
127         mydmg *= charge;
128         myforce *= charge;
129
130         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
131         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
132         {
133                 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);
134         }
135
136         yoda = 0;
137         damage_goodhits = 0;
138         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
139
140         if(yoda && flying)
141                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
142         if(damage_goodhits && actor.vortex_lasthit)
143         {
144                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
145                 damage_goodhits = 0; // only every second time
146         }
147
148         actor.vortex_lasthit = damage_goodhits;
149
150         //beam and muzzle flash done on client
151         SendCSQCVortexBeamParticle(charge);
152
153         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
154 }
155
156 .float vortex_chargepool_pauseregen_finished;
157
158 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
159 {
160     if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
161         PHYS_INPUT_BUTTON_ATCK(actor) = true;
162     else
163     {
164         if(WEP_CVAR(vortex, charge))
165             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
166     }
167 }
168 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
169 {
170     if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
171         actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
172
173     if(weaponslot(weaponentity) == 0)
174         actor.vortex_charge = actor.(weaponentity).vortex_charge;
175
176     if(WEP_CVAR_SEC(vortex, chargepool))
177         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
178         {
179             if(actor.vortex_chargepool_pauseregen_finished < time)
180                 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
181             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
182         }
183
184     if(weaponslot(weaponentity) == 0)
185         actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
186
187     if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
188         thiswep.wr_reload(thiswep, actor, weaponentity);
189     } else
190     {
191         if(fire & 1)
192         {
193             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
194             {
195                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
196                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
197             }
198         }
199         if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
200         {
201             if(WEP_CVAR(vortex, charge))
202             {
203                 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
204                 float dt = frametime / W_TICSPERFRAME;
205
206                 if(actor.(weaponentity).vortex_charge < 1)
207                 {
208                     if(WEP_CVAR_SEC(vortex, chargepool))
209                     {
210                         if(WEP_CVAR_SEC(vortex, ammo))
211                         {
212                             // always deplete if secondary is held
213                             actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
214
215                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
216                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
217                             dt = min(dt, actor.vortex_chargepool_ammo);
218                             dt = max(0, dt);
219
220                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
221                         }
222                     }
223
224                     else if(WEP_CVAR_SEC(vortex, ammo))
225                     {
226                         if(fire & 2) // only eat ammo when the button is pressed
227                         {
228                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
229                             if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
230                             {
231                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
232                                 if(autocvar_g_balance_vortex_reload_ammo)
233                                 {
234                                     dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
235                                     dt = max(0, dt);
236                                     if(dt > 0)
237                                     {
238                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
239                                     }
240                                     actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
241                                 }
242                                 else
243                                 {
244                                     dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
245                                     dt = max(0, dt);
246                                     if(dt > 0)
247                                     {
248                                         actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
249                                     }
250                                 }
251                             }
252                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
253                         }
254                     }
255
256                     else
257                     {
258                         dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
259                         actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
260                     }
261                 }
262             }
263             else if(WEP_CVAR(vortex, secondary))
264             {
265                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
266                 {
267                     W_Vortex_Attack(thiswep, actor, weaponentity, 1);
268                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
269                 }
270             }
271         }
272     }
273 }
274 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
275 {
276     actor.vortex_lasthit = 0;
277 }
278 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
279 {
280     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
281     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
282     return ammo_amount;
283 }
284 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
285 {
286     if(WEP_CVAR(vortex, secondary))
287     {
288         // don't allow charging if we don't have enough ammo
289         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
290         ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
291         return ammo_amount;
292     }
293     else
294     {
295         return false; // zoom is not a fire mode
296     }
297 }
298 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
299 {
300     if (WEP_CVAR(vortex, charge)) {
301         if (WEP_CVAR_SEC(vortex, chargepool)) {
302             actor.vortex_chargepool_ammo = 1;
303         }
304         actor.vortex_charge = WEP_CVAR(vortex, charge_start);
305         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
306         {
307             .entity weaponentity = weaponentities[slot];
308             actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
309
310             if (WEP_CVAR_SEC(vortex, chargepool))
311                 actor.(weaponentity).vortex_chargepool_ammo = 1;
312         }
313     }
314     actor.vortex_lasthit = 0;
315 }
316 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
317 {
318     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
319 }
320 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
321 {
322     return WEAPON_THINKING_WITH_PORTALS;
323 }
324 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
325 {
326     return WEAPON_VORTEX_MURDER;
327 }
328 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
329 {
330     return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
331 }
332
333 #endif
334 #ifdef CSQC
335
336 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
337 {
338     entity this = actor;
339     vector org2 = w_org + w_backoff * 6;
340     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
341     if(!w_issilent)
342         sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
343 }
344 METHOD(Vortex, wr_init, void(entity thiswep))
345 {
346     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
347     {
348         precache_pic("gfx/reticle_nex");
349     }
350 }
351 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
352 {
353     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
354     {
355         return true;
356     }
357     else
358     {
359         // no weapon specific image for this weapon
360         return false;
361     }
362 }
363
364 #endif