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Some quick better defaults for centerprints -- leave the fontscale for now, as that...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_tuba.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(TUBA, w_tuba, 0, 1, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "tuba", "tuba", _("@!#%'n Tuba"))
3 #else
4 #ifdef SVQC
5 //#define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
6 .float tuba_notecount;
7 .entity tuba_note;
8 .float tuba_smoketime;
9
10 float Tuba_GetNote(entity pl, float hittype)
11 {
12         float note;
13         float movestate;
14         movestate = 5;
15         if(pl.movement_x < 0) movestate -= 3;
16         if(pl.movement_x > 0) movestate += 3;
17         if(pl.movement_y < 0) movestate -= 1;
18         if(pl.movement_y > 0) movestate += 1;
19         switch(movestate)
20         {
21         // layout: originally I wanted
22         //   eb e  e#=f
23         //   B  c  d
24         //   Gb G  G#
25         // but then you only use forward and right key. So to make things more
26         // interesting, I swapped B with e#. Har har har...
27         //   eb e  B
28         // f=e# c  d
29         //   Gb G  G#
30                 case 1: note = -6; break; // Gb
31                 case 2: note = -5; break; // G
32                 case 3: note = -4; break; // G#
33                 case 4: note = +5; break; // e#
34                 case 5: note =  0; break; // c
35                 case 6: note = +2; break; // d
36                 case 7: note = +3; break; // eb
37                 case 8: note = +4; break; // e
38                 case 9: note = -1; break; // B
39         }
40         if(pl.BUTTON_CROUCH)
41                 note -= 12;
42         if(pl.BUTTON_JUMP)
43                 note += 12;
44         if(hittype & HITTYPE_SECONDARY)
45                 note += 7;
46         
47         // we support two kinds of tubas, those tuned in Eb and those tuned in C
48         // kind of tuba currently is player slot number, or team number if in
49         // teamplay
50         // that way, holes in the range of notes are "plugged"
51         if(teamplay)
52         {
53                 if(pl.team == COLOR_TEAM2 || pl.team == COLOR_TEAM4)
54                         note += 3;
55         }
56         else
57         {
58                 if(pl.clientcolors & 1)
59                         note += 3;
60         }
61         
62         // total range of notes:
63         //                       0
64         //                 ***  ** ****
65         //                        ***  ** ****
66         //     ***  ** ****
67         //            ***  ** ****
68         //     ***  ********************* ****
69         //     -18.........................+12
70         //        ***  ********************* ****
71         //     -18............................+15
72         //     with jump: ... +24
73         //     ... +27
74         return note;
75 }
76
77 float W_Tuba_NoteSendEntity(entity to, float sf)
78 {
79         WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
80         WriteByte(MSG_ENTITY, (sf & 1) | ((self.cnt + 42) * 2));
81         if(sf & 1)
82         {
83                 WriteCoord(MSG_ENTITY, self.origin_x);
84                 WriteCoord(MSG_ENTITY, self.origin_y);
85                 WriteCoord(MSG_ENTITY, self.origin_z);
86                 WriteByte(MSG_ENTITY, self.realowner != to);
87         }
88         return TRUE;
89 }
90
91 void W_Tuba_NoteThink()
92 {
93         float dist_mult;
94         float vol0, vol1;
95         vector dir0, dir1;
96         vector v;
97         entity e;
98         if(time > self.teleport_time)
99         {
100                 self.realowner.tuba_note = world;
101                 remove(self);
102                 return;
103         }
104         self.nextthink = time;
105         dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
106         FOR_EACH_REALCLIENT(e)
107         if(e != self.realowner)
108         {
109                 v = self.origin - (e.origin + e.view_ofs);
110                 vol0 = max(0, 1 - vlen(v) * dist_mult);
111                 dir0 = normalize(v);
112                 v = self.realowner.origin - (e.origin + e.view_ofs);
113                 vol1 = max(0, 1 - vlen(v) * dist_mult);
114                 dir1 = normalize(v);
115                 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
116                 {
117                         setorigin(self, self.realowner.origin);
118                         self.SendFlags |= 1;
119                         break;
120                 }
121                 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
122                 {
123                         setorigin(self, self.realowner.origin);
124                         self.SendFlags |= 1;
125                         break;
126                 }
127         }
128 }
129
130 void W_Tuba_Attack(float hittype)
131 {
132         vector o;
133         float n;
134         W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
135
136         n = Tuba_GetNote(self, hittype);
137
138         if(self.tuba_note)
139         {
140                 if(self.tuba_note.cnt != n)
141                 {
142                         /*
143                         self.tuba_note.cnt = n;
144                         self.tuba_note.SendFlags |= 2;
145                         */
146                         remove(self.tuba_note);
147                         self.tuba_note = world;
148                 }
149         }
150
151         if not(self.tuba_note)
152         {
153                 self.tuba_note = spawn();
154                 self.tuba_note.owner = self.tuba_note.realowner = self;
155                 self.tuba_note.cnt = n;
156                 self.tuba_note.think = W_Tuba_NoteThink;
157                 self.tuba_note.nextthink = time;
158                 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
159         }
160
161         self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2; // so it can get prolonged safely
162
163         //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
164         RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);
165
166         o = gettaginfo(self.exteriorweaponentity, 0);
167         if(time > self.tuba_smoketime)
168         {
169                 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
170                 self.tuba_smoketime = time + 0.25;
171         }
172 }
173
174 void spawnfunc_weapon_tuba (void)
175 {
176         weapon_defaultspawnfunc(WEP_TUBA);
177 }
178
179 float w_tuba(float req)
180 {
181         if (req == WR_AIM)
182         {
183                 // bots cannot play the Tuba well yet
184                 // I think they should start with the recorder first
185                 if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
186                 {
187                         if(random() > 0.5)
188                                 self.BUTTON_ATCK = 1;
189                         else
190                                 self.BUTTON_ATCK2 = 1;
191                 }
192         }
193         else if (req == WR_THINK)
194         {
195                 if (self.BUTTON_ATCK)
196                 if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
197                 {
198                         W_Tuba_Attack(0);
199                         //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
200                         weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
201                 }
202                 if (self.BUTTON_ATCK2)
203                 if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
204                 {
205                         W_Tuba_Attack(HITTYPE_SECONDARY);
206                         //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
207                         weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
208                 }
209                 if(self.tuba_note)
210                 {
211                         if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
212                         {
213                                 remove(self.tuba_note);
214                                 self.tuba_note = world;
215                         }
216                 }
217         }
218         else if (req == WR_PRECACHE)
219         {
220                 precache_model ("models/weapons/g_tuba.md3");
221                 precache_model ("models/weapons/v_tuba.md3");
222                 precache_model ("models/weapons/h_tuba.iqm");
223
224                 //float i;
225                 //for(i = -18; i <= +27; ++i)
226                 //      precache_sound(TUBA_NOTE(i));
227         }
228         else if (req == WR_SETUP)
229         {
230                 weapon_setup(WEP_TUBA);
231                 self.current_ammo = ammo_none;
232         }
233         else if (req == WR_CHECKAMMO1)
234                 return TRUE; // TODO use fuel?
235         else if (req == WR_CHECKAMMO2)
236                 return TRUE; // TODO use fuel?
237         return TRUE;
238 };
239 #endif
240 #ifdef CSQC
241 float w_tuba(float req)
242 {
243         if(req == WR_IMPACTEFFECT)
244         {
245                 // nothing to do here; particles of tuba are handled differently
246         }
247         else if(req == WR_PRECACHE)
248         {
249                 // nothing to do
250         }
251         else if (req == WR_SUICIDEMESSAGE)
252         {
253                 w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Tuba");
254         }
255         else if (req == WR_KILLMESSAGE)
256         {
257                 w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Tuba");
258         }
259         return TRUE;
260 }
261 #endif
262 #endif